[Dakan Mar] Campaign Rules Contents

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[Dakan Mar] Campaign Rules Contents

Post by Dread Delgath » Sun Jul 30, 2017 4:21 am

The Dakan Mar Campaign Rules

The Dakan Mar Setting Campaign was designed for a D&D 5th edition home campaign. The information presented here is borrowed from various sources like The Sword Coast Adventurer's Guide, The Adventurer's League Player's Guide to Tyranny of Dragons, and The Elemental Evil Player's Companion, and other unofficial sources.

Although players are 'restricted' in character race and class combinations normally allowed in regular 5th edition play, this campaign gives players options in areas that the D&D5e rules restrict. Players will not be allowed to choose certain race and class combinations, due to inherent 'physics of the 'verse' that apply to this setting. However, players are offered several new races and classes to play, multiple character options, hiring NPCs to round out smaller parties, and advancing NPC levels with the intention of using them to replace fallen PCs, are now available options upon DM approval.

NOTES: This 'campaign guide' was cobbled together over several months more than a year ago, during which I had first found a few Player's Guides, UA articles - and before I knew of the DM's Guild. It hasn't been updated since, so it has lost a bit of relevancy, or at the least - it is not as original as I intended. The world of game-design, interweb blogging, and forum topics move so much faster than I can when it comes to updating the campaign, given my Real World workload. :?

The contents page provides links to related topics. This is a WIP. Links will be added to other topics here in this forum [Dakan Mar], or outside links to official UA article PDFs. If at all possible, I will link to other Piazza topics that cover the official/UA races, classes, and backgrounds. There will be 'non-canon' pieces, which will require separate links. Then, this short explanation bit will be edited out. Thanks for reading. :)

Allowed Race and Class Combinations

  • Barbarian
    • Battlerager (Dwarf only)
      Beast Rider
      Elk and Tiger Totem Warriors
      Path of the Spellbreaker
  • Cleric
    • Arcane Domain
      Elemental Domain
  • Fighter
    • Cavalier
      Knight of the Iron Shield
  • Paladin
    • Oath of Justice
      Oath of the Crown
  • Rogue
    • Con Artist
  • Sorcerer
    • Storm Sorcery
  • Warlock
    • Pact of the Vestiges
  • Wizard
    • Bladesinger
      Generalist School



  • Dakan Mar Deities: The Celtic Pantheon
  • The Wild Hunt
  • Deities of the Old World and Other Faiths
  • Deities of the Dakan Mar Underworld
PART THREE: SPELLS PART FOUR: Upkeep, Downtime, Followers, & Factions
  • Logbook Upkeep & Character Downtime
  • Hirelings & Followers
  • Factions: The Dakan Mar Faction Guide
*EEPG - Elemental Evil Player's Guide PDF
*SCAG - Sword Coast Adventurer's Guide HB
*VG - Volo's Guide to Monsters HB
Last edited by Dread Delgath on Sun Jul 30, 2017 7:50 pm, edited 7 times in total.
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Post by Dread Delgath » Sun Jul 30, 2017 4:35 am



Aaracockra: Not allowed as a starter player character race. May not be barbarian, paladin, sorcerer, or warlock classes, but the Clerical Elemental Air Domain, Fighter Scout, Monk Way of the Sun Soul, Rogue Con Artist, Mastermind, or Generalist Wizard classes are most appropriate. If allowed, the Acolyte, Cloistered Scholar, Envoy, Explorer, Far Traveler, Folk Hero, Inheritor, Mercenary Veteran, Messenger, Outlander, Physician, Sage, or Soldier backgrounds are all appropriate for this race in Dakan Mar.

Dragonborn: dragonborn are not native to Dakan Mar, but the generations of dragonborn hatched here consider themselves to be (First, Second, Third, etc.) Generation Dakanborn. Only Dakanborn may become Barbarian Beast Riders, Berserkers, or Spellbreakers, but Old World born Dragonborn are not restricted to any class or background (except the barbarian themed backgrounds).

Dwarf: Hill & Mountain dwarf sub-races lifespans are measured in hundreds of years. May not be sorcerer, warlock, or wizard classes. Check with the DM to determine availability of Duergar subrace in the campaign. Only dwarves may be Barbarian – Battlerager class.

Elf and Eladrin: Eladrin, High, Wood, and Drow elf sub-races lifespans are measured in thousands of years. Elves have spirits, not souls; spells that affect the soul have no effect. Check with the DM to determine availability of Drow and rare subraces in the campaign. Only elves and eladrin are allowed to be Bladesinger Wizards, but too civilized to be, or become barbarians of any type.

Genasi: Check with the DM to determine availability in the campaign. Genasi with Far Traveler backgrounds are very appropriate in Dakan Mar, and they make good Clerics of their specified elemental domains, Storm Sorcerers, or any rogues or spellcasters of any type. Earth Genasi are good at being fighters, paladins and rangers. None should consider being any of the barbarian types, however, as this would limit their potential, personally, as well as characteristically.

Gnome: Forest, Rock, and Deep (Svirfneblin) subraces. Check with the DM to determine availability of Deep Gnome (Svirfneblin) subrace in the campaign. Any gnome would make good Rogues, Wizards, Sorcerers, or Fighter Gunslinger. Deep gnomes would make good Clerics of the Elemental Earth Domain, with Charlatan, City Guard/Watch, Cloistered Scholar, Criminal, Entertainer, Envoy, Explorer, Faction Agent, Grave Robber, Guild Artisan, Messenger, Miner, Physician, Rat Catcher, Sage, Servant, or Wizard's Apprentice background.

Goliath: May not be monks, sorcerers, warlocks, or wizards. Check with the DM to determine availability in the campaign. Goliaths make good Barbarians, especially Berserkers or Spellbreakers, but poor Totem Warriors. If one is to be a Beast Rider, a mount of appropriate size must be determined. A Cleric with any Elemental Domain is appropriate, as is Fighter Dreadknight, or Scout, with the Explorer, Farmer/Rancher, Far Traveler, Hermit, Highwayman, Mercenary Veteran, Outlander, or Soldier background.

Half-Elf: Lifespan is double that of humans. Half-elves have souls from their human parentage. No true community of their own, character may pass as a human if the player wishes. Check with the DM to determine availability of Half-Elf variants in the campaign. Half-Elves are not allowed to be Bladesingers.

Half-Orc: Half-orcs have souls from their human parentage. No true community of their own, character may pass as a human if the player wishes.

Halfling: Lightfoot & Stout halfling sub-races; lifespan is doubled that of humans. Check with the DM to determine availability of Feral halflings in the campaign.

Human: Any Ethnicities from the Player's Handbook or the Sword Coast Adventurer's Guide are allowed. Player characters cannot start as native Dakan or Kragenmoor humans. Check with the DM to determine availability of Dakan Mar ethnicities in the campaign.

Tiefling: Lifespan is doubled that of humans. Tieflings have souls from their original human heritage.

Barbarian: Battlerager (dwarves only), Elk, Tiger and PHB Totems, and Beast Rider paths available. Multi-class Restrictions: No character may start out as another class and revert to barbarism, via any barbarian class. Totem Warriors are only allowed to take spellcaster levels as a Druid (Circle of the Moon only) human, half-elf only), Berserkers are only allowed to take spellcaster levels as Sorcerers (no dwarves), Spellbreakers are never allowed to be any kind of spellcaster or rogue class. All barbarians (except Spellbreakers) are allowed to take Bard, but only Bard of Valor college allowed. Beast Riders may not multi-class as monks, paladins, warlocks, or wizards. Battleragers may not multi-class.

Bard: Multi-class Restrictions: may only take levels as Fighter, Rogue, Wizard (no Dwarves), or Cleric; may not take levels as a Barbarian if Bard levels are taken first. Any Bard college from the PHB or SCAG are available for player characters.

Clerics: Open to all racial types, but elves (including eladrin) do not have souls; however, they may still become Clerics to an Elven deity or pantheon (the powerful elven spirits); note spells that affects the soul have no effect or react differently to elves and eladrin. Clerics may not multi-class as barbarians, druids, monks, or paladins.

Druid: No Multi-classing allowed, except that characters may not take levels as a barbarian if druid levels are taken first; Aaracockra, Goliath, Human, Half-Elf only.

Fighter: No racial restrictions. Multi-class restrictions: No martial class levels allowed, unless the character is switching to Paladin or Ranger permanently, or switching from Paladin to Fighter permanently.

Monk: No Multi-classing allowed; Dragonborn, Human, Half-Elf, Half-Orc, & Tiefling only.

Paladin: No Multi-classing, except Fighters may SWITCH to Paladins if all requirements are met, must always have been Lawful and Good, but the Fighter class is never advanced again, unless Paladinhood is lost – whereupon the character loses all Paladin levels, and automatically and irrevocably reverts to Fighter of previous level before becoming Paladin. Single classed Paladins who lose Paladinhood lose half their levels and are forevermore Fighters, and may gain levels as a normal Fighter with any Martial Archetype thereafter. No racial restrictions.

Ranger: No Multi-classing allowed. Open to all racial types, check with DM for sub-racial availability.

Rogue: No racial restrictions.

Sorcerer: Multi-class Restrictions: May not multi-class with Warlock or Wizard classes; no Dwarves, no Goliaths.

Warlock: Multi-class Restrictions: May not multi-class with Sorcerer or Wizard classes; no Dwarves, no Goliaths.

Wizard: Generalist school available. Multi-class Restrictions: May not multi-class as warlocks or sorcerers; no Dwarves, no Goliaths.
Last edited by Dread Delgath on Sun Jul 30, 2017 7:53 pm, edited 1 time in total.
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[Dakan Mar] Eladrin

Post by Dread Delgath » Sun Jul 30, 2017 7:45 pm

(largely from D&D 4th edition Essentials - "Heroes of the Forgotten Kingdoms")

Graceful warriors and wizards at home in the eldritch twilight of the Realm of Faerie. Creatures of magic with strong ties to nature, eladrin live in cities in the twilight Realm of Faerie. Their cities lie close enough to the world that they sometimes cross over, appearing briefly in mountain valleys or deep forest glades before fading back into Faerie.

Average Height: 5 ́5 ̋–6 ́1 ̋
Average Weight: 130–180 lb.
Ability Score Increase. +1 Dexterity, +1 Intelligence
Size: Medium
Speed: 30 feet
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Keen Senses. You have proficiency in the Perception skill.
Languages. Common, Elven
Skills: Arcana, History
Eladrin Education: You gain training in one additional skill selected from the skill list in Chapter 5.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fey Ancestry. Your ancestors were native to Faerie, so you are considered a fey creature for the purpose of effects that relate to creature origin. You gain a +1 to your Wisdom saving throws, and you gain a +5 to saving throws against charm effects.
Trance. Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking an 8 hour rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Fey Step. You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or a long rest.

Play an eladrin if you want . . .
✦ to be otherworldly and mysterious.
✦ to be graceful and intelligent.
✦ to teleport around the battlefield, cloaked in Faerie magic.
✦ to be a member of a race that favors the wizard and rogue classes.

Eladrin are of human height. They are slim, and even the strongest simply look athletic rather than muscle-bound. They have the same range of complexions as humans, though they are more often fair than dark. Their straight, fine hair is often white, silver, or pale gold, and they wear it long and loose. Their ears are long and pointed, and their eyes are pearly and opalescent orbs of vibrant blue, violet, or green, lacking pupils. Eladrin can’t grow facial hair and have little body hair.

Eladrin children grow much as human children do, but their aging process slows to a crawl when they reach maturity. They enjoy youth and health for most of their lives and don’t begin to feel the effects of age until the middle of their tenth century. Most live for over 1,000 years, and even at the end they suffer few of the infirmities of old age.

Eladrin society straddles the boundary between the Realm of Faerie and the natural world. Eladrin build their elegant cities and towers in places of striking natural splendor, especially where the veil between the worlds is thin—isolated mountain vales, green islands along wild and storm-wracked coasts, and the deepest recesses of ancient forests. Some eladrin realms exist mostly in Faerie, only rarely touching the world, while others appear in the world at sunset each day, only to fade back into Faerie at dawn. Long-lived and strongly tied to the Realm of Faerie, eladrin have a detached view of the world. Eladrin often have difficulty believing that events in the world have much importance to them, and they consider courses of action that can last for centuries.

Their general detachment from the world can make eladrin seem distant and intimidating to other races. Their fey nature also makes them simultaneously alluring and a little frightening. However, eladrin take friendships and alliances to heart and can react with swift fury when their friends are endangered. Combined with their intellect, bravery, and magical power, this loyalty makes them powerful and respected allies. Eladrin live by an aesthetic philosophy common to Faerie and personified by Corellon, the god of beauty and patron of the fey. Eladrin seek to exemplify grace, skill, and learning in every part of life, from dance and song to swordplay and magic. Their cities are places of stunning beauty that shape and guide their natural surroundings into elegant forms.

Eladrin are close cousins to the elves and are occasionally called gray elves. Eladrin favor the Realms of Faerie and arcane magic more than elves do, but the two races hold each other in high regard. They share a burning hatred for the third branch of their race—the drow.

The Realm of Faerie's most powerful eladrin, called noble eladrin, are rumored to become so infused with their realm’s inherent magic that they transform into entirely new creatures. These noble eladrin take on characteristics of the seasons and other natural phenomena.

Eladrin Characteristics: Aesthetic, deliberative, detached, free, graceful, magical, otherworldly, patient, perceptive.
Male Names: Aramil, Arannis, Berrian, Dayereth, Erevan, Galinndan, Hadarai, Immeral, Mindartis, Paelias, Quarion, Riardon, Soveliss. Female Names: Althaea, Anastrianna, Andraste, Bethrynna, Caelynna, Jelenneth, Leshanna, Meriele, Naivara, Quelenna, Sariel, Shanairra, Theirastra, Valenae.
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[Dakan Mar] Rare Elf Sub-Races

Post by Dread Delgath » Sun Jul 30, 2017 7:47 pm

(....I admit that I have no idea where I borrowed this bit from. I'll have to look it up.) :oops:

Other lines of descendants exist of the elves who originally came to this world, but they are so rare as to be legendary, often considered mythical.

Avariel. The winged elves were among the first to settle in this world. They are famed for their feathered wings and ability to fly. Ancient conflicts with dragons nearly wiped them out, and today they are rarely, if ever, seen.

Lythari. The lythari have the ability to polymorph into wolves. Unlike werewolves, lythari don't have a hybrid form and aren't afflicted by the lycanthropy curse. They dwell together in secretive packs, primarily in wolf form, living in free in the deep wilds of the world.

Sea Elves. The sea elves are an aquatic subrace of elves found in the oceans of the world. Sea elves live along the coasts in close-knit nomadic clans, but elsewhere sea elves claim kingdoms in sunlit shallows. They have been at war with the sahuagin throughout their history.

Star Elves. The star elves look much like tall high elves. They dwell on the demiplane of Sildëyuir near the Feywild, the deepest part of the Realms of Faerie. A conflict with the nilshai, a race of wormlike sorcerers from the Ethereal Plane, forced some star elves to leave their home and come to this world.

Wild Elves. The wild elves are considered by many elves to be the most strange of their race, having abandoned or lost much of their ancient culture and have reverted to barbarism.
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[Dakan Mar] Half-Elf Variants

Post by Dread Delgath » Sun Jul 30, 2017 7:56 pm


Some half-elves have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:
  • A half-elf of wood elf descent can choose the wood elf's Elf Weapon Training, Fleet of Foot, or Mask of the Wild.
  • A half-elf of high elf or eladrin descent can choose the high elf's Weapon Training or Cantrip, or the eladrin's Fey Step.
  • A half-elf of drow descent can choose Drow Magic.
  • A half-elf of aquatic heritage can choose 30 ft swimming speed.
Last edited by Dread Delgath on Mon Jul 31, 2017 2:23 am, edited 1 time in total.
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[Dakan Mar] Feral Halflings

Post by Dread Delgath » Sun Jul 30, 2017 8:02 pm

(From Ghostwise Halfling 5e Subrace.)

Feral halflings trace their ancestry back to a war among halfling tribes that sent their ancestors into flight from the Borderlands. Feral halflings are the rarest of the hobbits, found only in the deepest of woodland realms, clustered in tight-knit clans.

Many feral clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts. (See Barbarian – Beast Rider).

Because these folk are clannish and distrusting of outsiders, feral halfling adventurers are rare. Ask the DM if this race is available in the campaign. This subrace has the halfling traits in the PHB, plus the subrace traits below.
  • Ability Score Increase. Wisdom score increases by 1.
  • Silent Speech. Speak telepathically to any creature within 30 feet. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
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[Dakan Mar] Human Ethnicities of Dakan Mar

Post by Dread Delgath » Sun Jul 30, 2017 8:05 pm


Of the human ethnic divisions of Dakan Mar, the most prominent in Ironbound lands are the Ironbound people. They are mainly from the Old World, but many early settlers intermarried with the Dakan barbarians. Any Old Worlder human may use any of the ethnicities presented in the Player's Handbook as is. Human characters native to Dakan Mar are either Ironbound, Dakan, or Kragenmoor. Ironbound humans are the most common, but Kragenmoor humans are not always welcome in Ironbound lands as they are usually aligned with the evil humanoids of the region, and most human barbarians of the Roaming are Dakan in origin.

Dakan are a tall, fair-skinned people with blue or steely gray eyes. Most have blonde, red, or light brown hair. The Dakan are native to Dakan Mar, but do not consider mixing with other ethnicities to diminish the Dakan race. Rather, the Dakan philosophy considers the Dakan bloodlines superior, and capable of dominance, even after mixing with other, possibly 'lesser' human ethnic bloodlines.

The Dakan are nomadic and tribe oriented, however, the ways of civilization are not beyond their comprehension or acceptance, they prefer the freedom of the wilds, called “The Roaming”. The Roaming is a term for the act of roaming the wilds, the name of their people in the purest act of freedom, and the area of the wilderness they claim as their own by birthright.

The Dakan consider having slaves as a way of life in the Roaming, even among the Lawful and Good among their own. They are just and fair to their slaves, which, in their eyes is no more than 'indentured servitude', and an opportunity for those cast out from their own tribes, or those too weak to resist the depredation of roaming gangs of Slavers. Slaves are capable of rising to great positions of power, however, and the condition is seen as the lowest position to start one's life over again with a clean slate among most slaves.

Ironbound originate from every corner of the Old World, and they vary widely in build, skin tone, and eye color. Players may base their human character's ethnic types on the examples given in the Player's Handbook or the Sword Coast Adventurer's Guide, or come up with their own ethnic and cultural variations.

In Dakan Mar, the humans who arrive here are encouraged to retain and celebrate their culture, but they must learn to lose their old ethnic and cultural differences and become Ironbound people. The term comes from the Dakan peoples' word for armored men, literally, 'men bound in iron', but the term soon came to mean a people bound together for survival in the new world.

Ironbound do not accept the Dakan custom of slavery, even couched in the term 'indentured servitude', although political and social relations are guarded and cordial, the Ironbound have never forgotten their initial losses from Dakan slavers who kidnapped their pioneer tradesmen and settlers, man, woman and child alike to sell to other tribes as slaves in the early days.

Kragenmoor humans have dusky skin, dark eyes, and thick black hair. Their most prominent feature is their low, thick brows, reminiscent of Neanderthal cavemen. The Kragenmoor humans originated in the Kragenmoor region, and have maintained a reclusive society and hunter/gatherer culture for millenia untold.

They have advanced as far as elite warriors adept in hostile mountainous and swamp environments, and dark, sorcerous magicks. With the encroachment of the Ironbound and the prominence of the Dakan peoples, the Kragenmoor people have learned to quietly co-exist with the evil humanoids of the region, using them as pawns in a game of dominance over the world.

Although many of the Kragenmoor leaders may be Chaotic and Evil, most of the regular Kragenmoor folk react dangerously to outsiders out of fear and ignorance, a condition encouraged by the upper echelon of the Kragenmoor people to reinforce their cultural xenophobia of outsiders. If left alone, they would pose no threat to Dakan Mar, however, the expansionist and conquest minds of the Ironbound and the Dakan peoples pose the greatest threats to the Kragenmoor people's xenophobic cultures.
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[Dakan Mar] Tieflings: New Variants & Background

Post by Dread Delgath » Mon Jul 31, 2017 2:44 am

edited by Robert "Bobjester" Weber.

Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and tieflings were left to make their own way in a world that often fears and resents them.

Eons ago, the leaders of the human empire of Bael Turath made pacts with devils to solidify their hold over its enormous territory. Those humans became the first tieflings, and they governed their empire in the name of their infernal masters. In time, Bael Turath came into conflict with Arkhosia, the ancient empire of Arcanadaemons, and decades of warfare left both empires, including Bael Turath was thrown down in ruin.

Tieflings are the heirs of the surviving noble dynasties that ruled the empire. Their bloodline is tainted by their diabolical connections, passing to their descendants through all generations. In many ways, they are human; they can have children with humans, for example, but their offspring are always tieflings.

Centuries of other races’ distrust and outright hatred have made tieflings self-reliant and often too willing to live up to the stereotypes imposed on them. As a race without a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend. However, when a tiefling’s companions demonstrate that they trust him or her, the tiefling quickly learns to extend the same trust to them. And once a tiefling gives someone trust and loyalty, the tiefling is a firm friend and ally for life.

Although the nobles of Bael Turath subjugated themselves to devils, most present-day tieflings give little thought to gods or patrons, preferring to look out for themselves. Therefore, they do not often follow the path of the divine; tiefling clerics or paladins are rare but possible as player-characters.

Tieflings are not numerous. Sometimes a tiefling merchant clan descended from a Bael Turath dynasty settles as a group in a land where wealth can purchase safety and comfort. But most tieflings are born outside such hidden dynasties and grow up in the roughest quarters of human cities and towns. These tieflings often become swindlers, thieves, or crime lords, who carve out a niche for themselves amid their squalid surroundings.

Tiefling Variants
Since not all tieflings come from the same outer plane, some have traits that differ from those in the Player's Handbook. The DM may permit the following variants for your tiefling character, although Devil's Tongue, Hellfire, and Winged are mutually exclusive.
  • Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the PHB, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hooves; forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
  • Feral. Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait.
  • Devil's Tongue. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
  • Hellfire. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
  • Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.
Skill Proficiencies: Deception and Persuasion
Tool Proficiencies: Disguise kit, one type of gaming set.
Languages: one of your choice.
Equipment: fine clothes, disguise kit, a pouch with 15 gp.

Feature: False Identity. You have created multiple identities that includes documentation, established acquaintances, and you also have access to disguises that allow you to assume those personae.

Male Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai.
Female Names: Akta, Bryseis, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta Some young tieflings, striving to find a place in the world, choose a name that signifies a concept and then try to embody the concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.
Modern Names: Art, Carrion, Chant, Despair, Fear, Gladness, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary.

You have always had a way with people, instinctively knowing how to deceive them. You know what makes them tick, you can, if you cared to, tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage.

You also understand power and privilege, but only as an extraplanar being stuck in the Prime Material Plane. Here on the Prime Material, you must search your own way, get your hands dirty, and generally put up with all manner of discomfiting accommodations, without the benefits of power, or privilege.

Tiefling Characteristics. Tieflings are colorful characters who must conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
Suggested Characteristics: Cunning, disquieting, imposing, mysterious, proud, rebellious, self-reliant, sinister, sly, unconventional.

[b]d12[/b]|[b]Tiefling Personality Traits[/b] 1|I fall in and out of love easily, always pursuing someone. 2|Flattery is my preferred trick for getting what I want. 3|I lie about almost everything, even when there's no good reason to. 4|Sarcasm and insults are my weapons of choice. 5|My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. 6|The common folk love me for my kindness and generosity. 7|No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. 8|I take great pains to always look my best and follow the latest fashions. 9|I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. 10|Despite my noble birth, I do not place myself above other folk. We all have the same blood. 11|My favor, once lost, is lost forever. 12|If you do me an injury, I will crush you, ruin your name, and salt your fields.

[b]d8[/b]|[b]Tiefling Ideals[/b] 1|Respect. Respect is due tome because of my position, but all people regardless of station deserve to be treated with dignity. (Good) 2|Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) 3|Independence. I am a free spirit – no one tells me what to do. (Chaotic) 4|Power. If I can attain more power, no one will tell me what to do. (Evil) 5|Creativity. I never use the same persona twice. (Chaotic) 6|Aspiration. I'm determined to make something of myself. (Any) 7|Family. Blood runs thicker than water. (Any) 8|Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)

[b]d10[/b]|[b]Tiefling Bond[/b] 1|I deceived a powerful, evil entity and must work to ensure that this entity never crosses paths with me or those I care about. 2|I will face any challenge to regain my family honor. 3|My house's alliance with a powerful entity must be sustained at all costs. 4|I owe everything to the fiend who gave me power – a horribly evil entity who's rotting in Hell. 5|I am forever chained to a fiend, but now I seek redemption and a way out of this pact. 6|Nothing is more important than the other members of my family. 7|A powerful entity killed someone I love. Some day I'll have my revenge. 8|I am in love with the heir of a rival family, that my family despises. 9|My loyalty to my pact giver is unwavering. 10|The common folk must see me as a hero of the people.

[b]d12[/b]|[b]Tiefling Flaw[/b] 1|I can't resist a pretty face. 2|I secretly believe that everyone is beneath me. 3|I'm always in debt. I spend my ill-gotten gains faster than I can bring it in. 4|I hide a truly scandalous secret that could ruin my family forever. 5|No one can fool me the way I fool others. 6|I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. 7|I'm too greedy for my own good. I can't resist taking a risk if there's power involved. 8|I have an insatiable desire for carnal pleasures. 9|I can't resist stealing the power of those who are more powerful than me. 10|In fact, the world does revolve around me. 11|I'll run away if it will preserve my own life, betraying everyone else in mortal danger. 12|By my words and actions, I often bring shame to my family.
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[Dakan Mar] Barbarian - Battlerager

Post by Dread Delgath » Mon Jul 31, 2017 3:05 am

(by Tom Miskey?)

Known as Kuldjargh (literally “axe idiot”) in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

Restriction: Dwarves Only! Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.

Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
  • Cost: 75 gp
  • AC: 14 + Dexterity modifier (max 2)
  • Stealth: Disadvantage
  • Weight: 45 lbs.
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.
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[Dakan Mar] Barbarian - Beast Rider

Post by Dread Delgath » Mon Jul 31, 2017 3:24 am

(by Robert "Bobjester" Weber, heavily borrowed from "The Complete Fighter Handbook")

Path of the Beast-Rider
The Beast-Rider is a warrior in a barbarian tribe or clan which has a strong affinity for one type of animal. The animal is the totem of the tribe, and the Beast-Rider makes friends very easily with that type of animal and can train it into a riding-beast... even if it's a type of animal not normally considered a riding-beast.

The Beast-Rider is an exotic warrior who is notable for his kinship with this animal; like the Barbarian, he brings a wild, outsider's attitude into the adventuring party. His/her animal also has abilities which can benefit the adventuring party. However, the more unusual the animal is, the harder it is to accommodate in all situations: It's no problem to stable a horse at the inn, but just try stabling a great white wolf, a wild boar, or a dolphin!

Additionally, the Beast-Rider begins play in the campaign with one of these animals as the rider's personal friend and mount. This animal is devoted to the rider and will risk (or even sacrifice) its own life to save the character; and the character is expected to behave the same way toward his mount.

Recommended weapons. All the weapons commonly associated with mounted warriors — short bow, flail, mace, war pick, lance, spear, long sword.

Recommended Backgrounds. The backgrounds that fit best for the Beast-Rider are the Outlander and Soldier, however, a player may choose Entertainer, Folk Hero, Hermit, Noble, or even Sailor, for a variety of background ideas for a Beast-Rider character. Although the character takes many attributes and abilities from the Barbarian, the character could alternately be part of a mounted fighting force guarding the realm, or a mercenary company (Soldier), a circus or carnival stunt-rider (Entertainer), a member of a provincial constabulary (Folk Hero), someone who was exiled or has willingly forsaken society (Hermit), a bandit, tribesman, courier, or scout (Outlander), or a noble-born elite horseman/warrior (Noble).

Special Hindrances. As mentioned earlier, the Beast-Rider may be out of place in most societies. If the character is an outsider, he/she takes a –3 negative (Charisma) reaction adjustment when meeting NPCs from any culture but his/her own. (The player-characters do not have to be hostile to the Beast-Rider if they do not wish, however.) The definition of outsider and culture could be strictly defined closely as belonging to a specific barbarian tribe and being thrust into a civilized setting, where the cultural penalty is always assumed, or defined loosely as a mercenary company of mounted cavalry in a foreign land, where other cultures are used to seeing cavalry units with such animals, so such penalties are not considered, or used rarely in role-playing situations.

Also, should the Beast-Rider's animal ever die, whether it's in the Beast-Rider's presence or far away, the Beast-Rider immediately takes 1d6 per level Psychic damage and must make a saving throw vs. spells (Intelligence). If he fails the saving throw, he behaves as if he were a magic-user hit with feeblemind for the next 1d6 per level hours. Even if he makes the saving throw, the player should role-play the character's reactions — he's just felt, through their telepathic link, the death of his beloved friend, after all.

Primal Path of the Beast-Rider
A Beast-Rider gains Animal Handling as a free skill at 1st level, and otherwise advances in abilities as a Barbarian until 3rd level.

At 3rd level, you choose a path that exemplifies your nature. Choose the Path of the Beast-Rider for a natural affinity towards your companion beast, detailed below. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th levels.

Animal Handling
At 3rd level, you gain expertise (double proficiency bonus) in Animal Handling. The Beast-Rider has an amazing rapport with one type of animal. The animal must be of a species normally strong enough to carry the Beast-Rider and act as a mount. With the DM's permission, the Beast-Rider character gets to decide what sort of animal this is; the DM is encouraged to disallow any sort of animal that will give the Beast-Rider a greater advantage over the scope of the campaign (for example, a dragon, pegasus or griffon).

The Beast-Rider gets advantage to reactions (Charisma) whenever dealing with these animals, finding it easy to make friends with them; [House Rule: on a die-roll result of 9 or less (on the "Hostile" column of the Encounter Reactions Table] he can even persuade attacking animals of this sort to leave him and his allies alone.

The Beast-Rider gains a non-magical, near-telepathic rapport with his animal. When in contact or visual line of sight with his animal, he can tell what the beast is feeling, even thinking if it has some intelligence; he and the animal can communicate with one another without appearing to.

When the two are not within line of sight with one another, each will know the other's emotional state and whether or not the other is hurt; each will know the direction to travel to find his friend, and the approximate distance (a hundred yards, an hour's travel, several days' travel, for instance).

If the animal ever dies, the Beast-Rider can choose another animal of the same type as his companion. However, the DM must include this situation as part of the campaign story: The character must seek out another such animal, and may only be satisfied with the healthiest, strongest, greatest examples of this animal (in other words, if the character appears to be content to settle with less, the DM tells him, "You sense you won't be able to bond with this animal..."); then there must be some sort of bonding ritual between beast and man (for example, a physical combat where the human must be able to saddle and ride the animal in spite of its spirited attempts to throw him). Only then can the character have his new animal.

Mounted Combatant (PHB, p.168)
At 3rd level, you gain the Mounted Combatant feat.

Path Feature: Mounted Combat Superiority
At 6th level, you gain Combat Superiority (as the Battle Master Fighter Sub-Class, PHB, p.73-74), and learn maneuvers that are fueled by superiority dice.
Maneuvers. You learn four maneuvers of your choice, which are detailed under “Maneuvers” on page 74 of the PHB. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 10th and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s when unmounted, and d10s when mounted. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 10th and 14th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
  • Maneuver save DC = 8 + your proficiency bonus
  • + your Strength or Dexterity modifier (your choice)
Path Feature: Improved Combat Superiority
At 10th level, your superiority dice turn into d10s when unmounted, and d12s when mounted. At 18th level, they turn into d12s when unmounted, and 2d8s when mounted. (One 2d8 roll is considered one superiority die roll.)

Path Feature: Relentless
Starting at 14th level, when you are mounted when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
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[Dakan Mar] Barbarian - Elk/Tiger Totem Warrior

Post by Dread Delgath » Mon Jul 31, 2017 3:41 am


If you follow the Path of the Totem Warrior from the PHB, you have access to the options presented here.

Totem Spirit
These options are available to you when you choose a totem animal at 3rd level.

Dakan Totems
The totems of the Dakan barbarians correspond to the spirits of the Path of the Totem Warrior as shown here:

[b]Totem[/b]|[b]Spirit[/b] Black Lion|Tiger Black Raven|Eagle Blue Bear|Bear Gray Wolf|Wolf Great Worm|Wolf Griffon|Eagle Red Tiger|Tiger Sky Pony|Eagle, with the Elk Aspect of the Beast Thunderbeast|Bear, with the Tiger Totemic Attunement Tree Ghost|Bear, with speak with plants in place of the normal rituals for the Spirit Seeker feature

As with the spirits in the PHB, the options here require a physical object incorporating some part of the totem beast, and you might acquire minor physical attributes associated with your totem spirit, such as a prominent nose if you have an elk totem spirit or catlike eyes if you have a tiger totem spirit.

Also, your totem spirit might be an animal similar to one listed here but more suitable to your homeland, such as a horse or stag, rather than an elk, or a lion, panther, or other big cat, rather than a tiger.

Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

Aspect of the Beast
These options are available to when you choose a totem animal at 6th level.

Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.

Tiger. Proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.

Totemic Attunement
These options are available to you when you choose a totem animal at 14th level.

Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC8 + your Strength & proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Tiger. While raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, use a bonus action to make an additional melee weapon attack against it.
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[Dakan Mar] Barbarian - Spellbreaker

Post by Dread Delgath » Mon Jul 31, 2017 4:01 am

by Tom Miskey

Spellbreakers are Barbarians that hate spellcasters and magic and are trained to fight them. Many primitive barbarian tribes are superstitious and fearful of magic, and Spellbreakers are their champions against the unpredictable powers of magic.
Rage Against the Elements. Starting at 3rd level when this Path is chosen, your Rage ability is permanently modified. Instead of protecting against bludgeoning, slashing, and piercing attacks, you instead get resistance to all types of damage EXCEPT bludgeoning, slashing, and piercing. Your Rage ability is otherwise unchanged.
Mage Slayer. At 6th level, you gain the Mage Slayer feat for free. If you already have it, you may take your Ability Score Improvement instead.
Distracting Shout. At 10th level, you may use a reaction to utter a Distracting Shout. This acts as as the spell Counterspell, but Constitution is considered your "Spellcasting Ability". Distracting Shout may be used once, and then requires a short or long rest to recover.
Legendary Resistance. At 14th level, three times per day after you have failed a saving throw against a magical effect, you may instead choose to succeed automatically. These recharge after a long rest.
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[Dakan Mar] Cleric - Arcane Domain

Post by Dread Delgath » Mon Jul 31, 2017 4:19 am

(citation requested; this is another one I am not sure where I acquired it from...)

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Forgotten Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.

[b]Cleric Level|[B]Spells[/b] 1st|Detect magic, magic missile 3rd|Magic weapon, Nystul's magic aura 5th|Dispel magic, magic circle 7th|Arcane eye, Leomund's secret chest 9th|Planar binding, teleportation circle

Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, present your holy symbol, and one celestial, elemental, fey, or fiend of your choice within 30 feet must make a Wisdom saving throw, if it can see or hear you. If it fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and can't willingly end its move in a space within 30 feet of you, and has no reactions. For its action, it can only Dash or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can Dodge.

At 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, it is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its CR is at or below a certain threshold, as shown on the table below.

[b]Cleric Level[/b]|[b]Banishes Creatures of CR...[/b] 5th|1/2 or lower 8th|1 or lower 11th|2 or lower 14th|3 or lower 17th|4 or lower

Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Potent Spellcasting
Starting at 8th level, add your Wisdom modifier to the damage you deal with any cleric cantrip.

Arcane Mastery
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
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[Dakan Mar] Cleric - Elemental Domains

Post by Dread Delgath » Mon Jul 31, 2017 4:49 am

(Citation requested - I cannot recall where I picked this one up either - but it may be one of Tom Miskey's...)

Clerics who serve elemental gods gain domain spells and abilities based on their deity's chief element.

Cleric Air Domain
[b]Cleric Level[/b]|[b]Spell[/b] 1st|Featherfall, Hail of thorns 3rd|Cloud of daggers, Gust of Wind 5th|Gaseous form, Stinking cloud 7th|Fly, Windwall 9th|Conjure elemental (Air), Cloudkill

1st Level – You can turn Earth creatures with your Turn Undead ability.
1st Level – You gain a proficiency with all ranged weapons.
2nd Level – Channel Divinity: Winds of Wrath – Use this ability to get maximum damage on ranged weapon attacks for 1 minute.
6th Level – You can speak with all forms of flying creatures and monsters.
8th Level – Divine Strike. This is the same as all of the other Divine Strike abilities except you can only use it on ranged weapon attacks and it deals piercing damage.
17th Level – Winged Shapechanger. This is the same as the Wizard Shapechanger ability found on page 119 but you can only turn into flying creatures of challenge rating 3 or lower.

Cleric Earth Domain
[b]Cleric Level[/b]|[b]Spell[/b] 1st|Arms of Hadar*, Wrathful smite 3rd|Hold person, Shatter 5th|Elemental weapon (acid), Meld into stone 7th|Conjure minor elemental (Earth), Stone shape 9th|Conjure elemental (Earth), Wall of stone
*Spell description is modified so that the arms are made from stone and dirt and they deal bludgeoning damage instead.

1st Level – Bonus Proficiency – You gain proficiency with martial weapons and heavy armor.
1st Level – Bonus Cantrip – You gain the Mending Cantrip.
2nd Level – Channel Divinity: Fellowship of Stone – This ability lasts for 1 minute. A number of small stones equal to your Clerical level will roll towards you or fly towards your enemies. Their attack bonus is equal to your own. This ability does not work if there are no stones present in the surrounding area. Each stone deals 1d6 bludgeoning damage.
6th Level – Hibernation of Earth – You and up to 10 other creatures must be standing on dirt for this to work. You and the targets will sink down into the ground until you hit bedrock or when you go 10 feet plus a number of feet equal to your Cleric level (whatever comes first). During this time you and the targeted creatures need not breathe and will sleep peacefully. You can do this once per Long Rest. This ability lasts for a number of rounds equal to your Cleric level, or you could have this last 8 hours or some other duration, to be determined by the DM.
8th Level – Elemental Wrath – You have advantage when attacking Air, Fire, and Water Elementals. Once per Long Rest you can have attacks that target other forms of Elementals deal maximum damage. At 14th level you can use this ability twice per Long Rest.
17th Level – Earth Elemental – Once per Long Rest you can become an Earth or Stone Elemental. This lasts for a number of rounds equal to your Cleric level.

Cleric Fire Domain
[b]Cleric Level[/b]|[b]Spell[/b] 1st|Continual Flame*, Searing Smite 3rd|Flame Blade, Heat Metal 5th|Elemental Weapon (Fire), Fireball 7th|Conjure Minor Elemental (Fire), Wall of Fire 9th|Conjure Elemental (Fire), Planar Binding (Fire)
*Actually a 2nd level spell.

1st Level – Bonus Cantrip of Produce Flame.
1st Level – Turn Water Creatures. You can use your Turn Undead ability on water creatures.
2nd Level – Channel Divinity: Sculpt Spells. This is the same as the Wizard Evocation ability found on page 117 of the PHB.
6th Level – Channel Divinity: Wreathed in Holy Fire. This effect lasts for 1 minute. Any creature that ends its turn within a 5 feet radius of you must make a Dexterity saving throw or take 2D6 fire damage. On a failed saving throw they take half damage. Undead take full damage on a failed saving throw. If you move and creatures enter into this radius they also need to make a saving throw.
8th Level – Burn the Unholy. Any turned Undead (using the Channel Divinity ability) also take 1D6 fire damage per Cleric level on a failed Dexterity saving throw. If they make the save they take no damage. Undead that are destroyed are burned into a pile of ashes.
17th Level – Burning Martyr. Use your action to activate an aura of holy fire that lasts for 1 minute (regardless of whether you are still alive or dead by then). This aura is centered on you and it has a 60 foot radius and it move with you. Your enemies within this radius get disadvantage on Dex saving throws and your allies get advantage. Those that fail the saving throw take 10D6 fire damage and those that fail the saving throw take half damage. They need to make this save every round that they are in the fire and this includes your character. Your character cannot use any magic or item or spell to reduce this damage, and you cannot have another character heal you as the spell continues. The ONLY way that your character can reduce this damage is by a successful saving throw. If your character dies the spell rages on for the duration of the spell. It is up to the GM if this spell is as high as the heavens or in a 60 feet radius sphere.

Cleric Water Domain
[b]Cleric Level[/b]|[b]Spells[/b] 1st|Create or Destroy Water, Purify Food or Drink 3rd|Fog Cloud, Waterbreathing 5th|Create Food or Water, Water Walk 7th|Conjure Minor Elemental (Water), Control Water 9th|Cone of Cold, Conjure Elemental (Water)

1st Level – You can turn Fire Creatures with your Turn Undead ability.
1st Level – Natural Swimmer. You have proficiency with the Athletics skill and your swim speed is the same as your movement rate.
2nd Level – Channel Divinity: Water Walk. This is the same as the Water Walk spell but the duration is for 1 minute per Cleric level
6th Level – Channel Divinity: Freezing & Melting. By touching the surface of a body of water you can freeze it solid instantly. It remains completely frozen for 1 minute and then it will begin to melt normally or remain frozen if the temperature is below the freezing point. You can also instantly melt ice to water (doing the opposite of the above mentioned stuff). You can freeze or melt 10 cubic feet of water or ice per Cleric level.
8th Level – Blessings of the Dark Depths. You can never drown and at 14th level you don't take damage from deep ocean pressure.
17th Level – Breathe in Vain. A bolt of water vapor springs forth from your hand and flies up to 150 feet to a point of your choosing. Centered on that point there is a 40 feet radius and those found within that radius have their lungs begin to fill with water. They need to make 3 Constitution Saving Throws to expel the water from their lungs or drown. See Drowning Rules for other clarifications.
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[Dakan Mar] Fighter - Dreadknight

Post by Dread Delgath » Mon Jul 31, 2017 4:57 am

by Tom Miskey

Dreadknights are nearly unstoppable warriors, usually clad in heavy armor, that are able to withstand a great deal of punishment and keep going. They specialize in staying on their feet long after others would have fallen. The name is a play on "dreadnaught", but the fact that Dreadknights seem unstoppable certainly puts fear into their enemies.

Armor Expertise. At 3rd level, you gain a +1 bonus to AC if you are wearing Medium armor, or a +2 bonus to AC in Heavy armor.
Improved Recovery. At 7th level, when you spend Hit Dice to heal during a Short Rest, you may add your Proficiency modifier to each die rolled. In addition, when you use your Second Wind ability, you may add your Proficiency modifier to the total.
Defensive Fighting. At 10th level, you have learned how to fight defensively. You may choose to suffer disadvantage on all your attack rolls for this round, but anyone attacking you also suffers disadvantage on their attacks.
Fend Off the Reaper. At 15th level, you get Advantage on all Death saving throws and against Necrotic attacks and life draining. Additionally, if you have not yet used your Second Wind, you may use it after you have fallen.
Shrug it Off. At 18th level, you have a chance of resisting critical hits. If you make a DC 20 Constitution save, the blow does only normal damage instead of critical damage. In addition, you may choose a 2nd Fighting Style, but you must choose either Defense or Protection.
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[Dakan Mar] Fighter - Gunslinger

Post by Dread Delgath » Mon Jul 31, 2017 5:17 am

version 1.2 by Matthew Mercer of Critical Role

Most warriors and combat specialists spend their perfecting the classic arts of swordplay, archery, or polearm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. However, some minds couldn't stop with the innovation of the crossbow. Experimentation with alchemical components are rare metals have unlocked the secrets of controlled explosive force. The few who survive these trails of ingenuity may become the first to create, and deftly wield, the first firearms.

This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.

Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.

Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (at the DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.

Also starting at 3rd level, you gain a number of grit points equal to your Wisdom modifier (minimum of 1). You can spend grit points to perform various “shot” attacks with your firearms. An attack can only be affected by a single shot feature. You can regain spent Grit points in the following ways:
  • Critical hit with a firearm. Each time you score a critical hit with a firearm attack while in the heat of combat, you regain 1 spent grit point. Critical hits gained outside of die rolls (via enemy conditions) do not generate grit.
  • Killing blow with a firearm. Each time you reduce a dangerous creature to 0 hit points with a firearm attack, and kill them, you regain 1 spent grit point.
  • You also regain all spent grit points after finishing a short or long rest.
Deadeye Shot
Beginning at 3rd level, you can spend 1 grit point to gain advantage on the next attack roll you make with a firearm this round.

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Violent Shot
Starting at 7th level, you've discovered ways to push your firearms past their intended potential at the peril of damaging them. You can spend 1 or more grit points before making an attack roll with a firearm. For each grit point spent, that attack gains +2 to the firearm's misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining damage of the attack.

Trick Shot
By 10th level, you've honed your aim to fire off targeted shots to disable an opponent. You can spend 1 grit point before making an attack roll to target a specific location on the target's body. If the specified body part cannot be seen, or the target lacks the part in question, only normal damage is suffered with no additional effect.
  • Trick Shot DC = 8 + your proficiency bonus + your Dexterity modifier
  • Head. On a hit, the target takes normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
  • Arms. On a hit, the target takes normal damage and must make a Strength saving throw or drop 1 held item of your choice.
  • Torso. On a hit, the target takes normal damage and is pushed up to 10 feet directly away from you.
  • Legs/Wings. On a hit, the target takes normal damage and must make a Strength saving throw or get knocked prone.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.

Piercing Shot
By 15th level, you've refined your deadly gunplay to allow certain shots to pierce through foes and continue on to damage others. You can spend 1 grit point before making an attack roll with a firearm that deals piercing damage. If the attack hits, you make an attack roll against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20.

Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker's Tools (cost and time are DM's discretion). Each firearm uses its own unique ammunition.

Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the DMG. Firearms are ranged weapons.
  • Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
  • Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used atain until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.
  • Scatter. An attack is made against each creature within a 30 ft cone. These attacks are simultaneous. If an affected creature is adjacent to you, they suffer double damage on a hit. This attack connot be affected by any of your shot features.
  • Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon missies, the ammunition fails to detonate, or bounces away harmlessly before doing so.
[b]Name[/b]|[b]Cost[/b]|[b]Damage[/b]|[b]Weight[/b]|[b]Range[/b]|[b]Properties[/b] Pistol|250 gp|1d10 piercing|3 lbs|(100/400)|Reload 4, misfire 1 Musket|500 gp|1d12 piercing|10 lbs|(200/800)|Two-handed, reload 1, misfire 2 Pepperbox|450 gp|1d10 piercing|5 lbs|(150/600)|Reload 6, misfire 2 Scattergun|500 gp|1d8 piercing|10 lbs|(15/30)|Reload 2, misfire 3, scatter Bad News|Crafted|2d12 piercing|25 lbs|(300/1200)|Two-handed, reload 1, misfire 3 Hand Mortar|Crafted|2d8 fire|10 lbs|(30/60)|Reload 1, misfire 3, explosive
Last edited by Dread Delgath on Mon Jul 31, 2017 6:22 am, edited 1 time in total.
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[Dakan Mar] Fighter - Knight of the Iron Shield

Post by Dread Delgath » Mon Jul 31, 2017 5:30 am

(Adapted from the Purple Dragon Knight SCAG)

Knights of the Iron Shield are warriors who hail from the Cities of the Iron Wall. They are pledged to protect the lands of the Ironbound, and they take the fight against evil beyond the safety of the walls and the Ironbound borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.

A Knight of the Iron Shield inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Restriction: Knighthood
Knights of the Iron Shield are tied to a specific order of Ironbound knighthood.
  • Banneret serves as the generic name for this archetype.
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

Royal Envoy
A Knight serves as an envoy of the Ironbound Crown Regent. Knights of high standing are expected to conduct themselves with grace.
  • At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
  • Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
[list[*]Starting at 17th level, you can choose two allies within 60 feet of you, rather than one.[/list]

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Last edited by Dread Delgath on Mon Jul 31, 2017 6:23 am, edited 1 time in total.
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[Dakan Mar] PALADINS

Post by Dread Delgath » Mon Jul 31, 2017 5:37 am


Some warriors are paladins of superior virtue. They exemplify a host of traits that folk consider honorable, just, and good. These warriors aspire to be the best people they can. When such a warrior also has great devotion to a particular deity, that god can reward the faithful with a measure of divine power, making that person a paladin.

Different paladin orders in the world emphasize different elements of righteous behavior, but all paladins are expected to hold true to a common set of virtues:
  • Liberality. Be generous and tolerant.
  • Good faith. Be honest and keep promises.
  • Courtesy. Treat others with respect despite how they treat you. Give honor to those above your station. Earn the respect of those below your station.
  • Lawfulness. Laws exist to bring prosperity to those under them. Unjust laws must be overturned or changed in a reasonable fashion.
  • Bravery. Gain glory through battle. Defend any charge unto death.
  • Pride in one's actions. Lead by example. Let your deeds speak your intentions.
  • Humility in one's deeds. Do not boast or accept rewards undue to you.
  • Unselfishness. Share resources, especially with those who have the most need.
  • Good-temperedness. Render service cheerfully and without disdain.
  • Wisdom. Cause the most good through the least harm.
  • Piety. Be faithful to the precepts of your god.
  • Kindness. Protect the weak. Grant mercy to those who seek redemption.
  • Honor. Hold true to the code. Death before dishonor.
Every paladin grades and emphasizes these virtues based on his or her own personal ethos and religious background. Most paladins, like clerics are devoted to a particular deity. The most common paladin deities are those that embody action, decision, watchfulness, and wisdom. Their devotion to a higher ideal makes paladins popular folk heroes. Many tales are woven about noble knights and oath-sworn champions, although pragmatists note that the tales often end with a tremendous sacrifice on the part of the champion.

The most common patrons of paladins of the Oath of Devotion and the Oath of the Crown (described below) are Helm, Torm, and Tyr – protection, courage, and justice – although Ilmater has his share of devoted champions. Those green knights sworn to the Oath of the Ancients might honor Arvoreen or Corellon, while avengers of the Oath of Vengeance follow patrons like Hoar, although there are also avengers of Helm and Tyr, meting out harsh justice.
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[Dakan Mar] Paladin: Oath of Justice

Post by Dread Delgath » Mon Jul 31, 2017 5:46 am

by Tom Miskey

Most Paladins of Justice are Neutral Good. They believe administering justice is more important than always following the law. They will seek to clear the name of the wrongly accused, and bring swift punishment to those who have wronged others. They will often use their Weapon of Justice ability to determine the guilty from the innocent, or to extract information about a crime or the location of a criminal.

Tenets of Justice
Work within the law when possible, but the cause of justice supersedes mortal laws. Justice without force is powerless; force without justice is tyrannical. It is better to risk saving a guilty person than to condemn an innocent one. Moderation in the pursuit of justice is no virtue.

Oath Spells
[b]Paladin Level[/b]|[b]Spells[/b] 3rd|Compelled Duel, Comprehend Languages 5th|Detect Thoughts, Zone of Truth 9th|Clairvoyance, Speak with Dead 13th|Divination, Guardian of Faith 17th|Dispel Evil and Good, Geas

Channel Divinity. Weapon of Judgment: At 3rd level you may empower your melee weapon with your Channel Divinity. For 1 minute, all attacks that hit their target add your Charisma modifier to the damage in addition to your Strength mod. In addition, you may demand the answer to a question from your target before you attack (it must be a relatively short question with a short answer, such as yes, no, or a few words like a name or place). If the target answers truthfully, your attacks will automatically miss and you will know that it was the truth. If the target refuses to answer or tells a lie, you gain advantage on your attacks against the target. If the target was unable to hear or understand you (it doesn't speak your language, for instance), or you decide not to ask a question, you attack normally.

Channel Divinity. Swift Justice: Also at 3rd level you may expend a use of Channel Divinity to give all allies within 30' of you a 10' increase to their speed for 1 minute.

Blind Justice. At 7th level, you gain Blindsight in a 10' radius. At 18th level this increases to a 30' r.

Incorruptible Justice. At 15th level, you are immune to fear, charm, and possession, and you gain Advantage on all Wisdom saving throws.

Reveal the Truth. At 20th level, you may cast True Seeing once per day.
Last edited by Dread Delgath on Mon Jul 31, 2017 6:23 am, edited 1 time in total.
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[Dakan Mar] Paladin: Oath of the Crown

Post by Dread Delgath » Mon Jul 31, 2017 6:00 am


The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.

Tenets of the Crown
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
  • Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
  • Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
  • Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
  • Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Oath Spells
You gain oath spells at the paladin levels listed.

Oath of the Crown Spells
[b]Paladin Level[/b]|[b]Spells[/b] 3rd|Command, compelled duel 5th|Warding bond, zone of truth 9th|Aura of vitality, spirit guardians 13th|Banishment, guardian of faith 17th|Circle of power, geas

Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
  • Champion Challenge. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.
  • Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
Divine Allegiance
Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature to not take the damage. This damage to you can't be reduced or prevented in any way.

Unyielding Spirit
Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
  • This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Last edited by Dread Delgath on Mon Jul 31, 2017 6:23 am, edited 1 time in total.
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[Dakan Mar] Rogue: Con Artist

Post by Dread Delgath » Mon Jul 31, 2017 6:11 am

by Tom Miskey

Some Thieves lie and cheat to get their ill-gotten gains rather than climb in a window or pick a lock.

Bonus Proficiencies. At 3rd level, you gain Proficiency in 2 of the following: Insight, Deception, Persuasion, or the disguise kit. If you are already Proficient in a skill, you may choose to increase it to an Expertise instead.

Smooth-Talker. At 3rd level, you may cast the spells Charm Person and Disguise Self once per day each. The saving throw against them is 8 + your Proficiency bonus + Charisma mod.

Haggling. At 6th level, you are especially skilled at selling recovered loot for more than usual. You may sell equipment for 75% of its value instead of 50%. You also gain Advantage on Charisma (Persuasion) tests if it involves exchanging goods, services, information, or other things of value.

Feint. At 9th level, as a Bonus Action you may perform a Feint maneuver against an adjacent target twice per short rest. Your next attack against that target gets Advantage, and if it hits, roll your weapon's damage die twice.

The Long Con. At 13th level, you always remember to plan ahead during a con job, even when it isn't clear just what you'll need. Once per day, you may retroactively say that you prepared for a particular eventuality, whether that means hiding a piece of equipment somewhere, or setting up a safe house to retreat to, or starting a specific rumor in town, or having scouted the guards patrol routine. The action must be something that you could have physically done, even if you never said you had done so until now. If the action would have required a skill roll, make it when it is declared to see how successful it was.

Consummate Liar. At 17th level, you may cast either Mislead or Glibness once per day.
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[Dakan Mar] Wizard: Generalist School

Post by Dread Delgath » Mon Jul 31, 2017 6:17 am

by Tom Miskey

Not every wizard decides to focus on a specific school of magic. Generalist Wizards instead improve their overall use of magic and the features of the Wizard class.
Savant. When you choose the Generalist School at 2nd level, you may reduce either the cost or the time you spend to copy any spell into your spellbook by half. The choice is made when you begin copying the spell and may not be changed partway through.
Enhanced Arcane Recovery. At 2nd level, the Generalist Wizard learns to use the Arcane Recover feature twice per day instead of only once. It requires a 2nd short rest to use it a 2nd time.
Mystical Scholarship. At 6th level, a Generalist Wizard gains proficiency in the Arcana skill if he does not already have it. If the wizard is already proficient, he gains Expertise in it instead, applying double his Proficiency bonus to Arcana skill checks. In addition, the Generalist Wizard gains 2 more Cantrips.
Improved Memorization. At 10th level, a Generalist Wizard is able to prepare Int mod + Wizard level +2 spells per day.
Master of Magics. At 14th level, a Generalist Wizard's spells become more difficult to resist. The save DC for his spells increases by 2, and if a target has Legendary Resistance, each use allows it to re-roll its saving throw rather than automatically succeed.
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[Dakan Mar] NEW FEATS

Post by Dread Delgath » Mon Jul 31, 2017 6:29 am

by Tom Miskey

Call of the Wild (Req: must have an animal companion)
You may select a beast of up to size large instead of just medium, and up to 1/2 CR instead of 1/4. In addition, it's hit points are your level x5 instead of x4, and if you are ever separated from your companion, you always know which direction your animal companion is in, and it knows the direction to you. Each of you can also sense when the other is in danger or if they have been killed. You may call for your companion to come to you with a special yell, which it can hear up to a mile away.

This feat gives you 2 benefits. First, your Strength score increases by 1, to a maximum of 20. Second, when you do enough damage to drop an enemy to 0 hps with a melee attack, you may make an additional attack to transfer any remaining damage to another enemy. If you have movement left this round, you may use it to reach another enemy if needed. For example, if you did 12 points of damage and your target only had 3 hps left, you may then attack a different enemy with that melee weapon. If you hit, don't roll damage, you simply transfer the other 9 points left over from your previous attack to it. You may only attempt this once per round, and it is a free action.

Master Craftsman
This feat includes several benefits. First, increase your Strength, Dexterity, or Intelligence (your choice) by 1 point, not to exceed a score of 20. Second, you are able to craft much faster than most other people. Each day you may create 25gp of items, rather than a mere 5gp. Finally, you may recognize high quality (and likely magical) weapons, armor, and equipment at a glance. If you spend time examining them and testing them for 1 day of downtime each, you gain the effects of the Identify spell with no material component cost.
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Post by Dread Delgath » Mon Jul 31, 2017 7:37 am


Below are 24 additional Backgrounds for players to choose. Rather than create lists for Personality, Ideals, Bonds, and Flaws (PIBF), I suggest either creating ones that fit your character personally, or rolling on existing tables that are relatively similar (an Envoy, for example, is close enough to a Noble that you could use the Noble tables if you'd like). Please note that some of these backgrounds were borrowed verbatim from official sources, such as SCAG, with the intention of modifying them to fit the Dakan Mar setting.

Bodyguard by Tom Miskey
Skill Proficiencies: Intimidation, Perception
Tool Proficiencies: Land vehicles, 1 type of gaming set
Equipment: Common clothes, a club or dagger, 1 gaming set, belt pouch with 15gp
Feature: “Get Behind Me!” You can use the Help action defensively. If someone is within 5' of you, you may use your action to cause the next attack directed at them to be at a Disadvantage.
PIBF: Make up your own or use the Soldier.

City Guard by Tom Miskey
Skill Proficiencies: Insight, Investigation
Tool Proficiencies: 1 type of gaming set
Languages: 1 of your choice
Equipment: Guard's uniform, common clothes, club, several wanted posters, map of the city, a belt pouch with 10gp
Feature: Guard of [insert city]: You are generally known around town as a member of the guard even if you aren't in uniform, which may get you favorable treatment from shop owners and citizens, but suspicion from criminals. Fellow guards might look the other way if you are in a bar brawl or for other minor criminal activities in town.
PIBF: Make up your own or use the Soldier.

City Watch
You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

You might have been part of the City Watch, protecting the common folk from thieves and rowdy nobility alike. Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own communities have sheriffs and bailiffs who stand ready to protect their community.
Skill Proficiencies: Athletics, Insight
Languages: Two of your choice
Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp.
Feature: Watcher's Eye. Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

Variant: Investigator
Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics.

Suggested Characteristics
Use the tables for the soldier background in the PHB as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.

Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your idea probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.

Cloistered Scholar
As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the world's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home – not to abandon it, but to quest for new lore to add to its storehouse of knowledge.

The most well known institutes of knowledge and libraries are always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of the institute or library's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.

Perhaps you were taken in by scholars, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid in catalogue and maintain records of the information that arrives daily from across the world.

Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion
Languages: Two of your choice
Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp.

Feature: Library Access
Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the continent, as professional courtesy shown to a fellow scholar.

Suggested Characteristics
Use the tables for the sage background in the PHB as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar.

Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth – perhaps as a worthy goal in itself, or maybe as a means to a desirable end.

Courtier by Tom Miskey
Skill Proficiencies: Deception, Insight
Tool Proficiencies: 1 type of gaming set, 1 type of musical instrument
Equipment: Fine clothes, 1 gaming set, 1 musical instrument, pouch with 20gp
Feature: Information is power: As an advisor, assistant, entertainer, or other functionary, you have or had a position in the court of some king, queen, prince, or other royal. The past-time of courtiers is gathering favors and knowledge of allies, enemies, and schemes, and so you know about such things in the royal court, and to a lesser extent, neighboring seats of power. You also have a few favors owned to you from other courtiers that you may call in when needed.
PIBF: Make up your own or use the Noble or Charlatan.

Envoy by Tom Miskey
Skill Proficiencies: Insight, Persuasion
Languages: 2 of your choice
Equipment: Fine clothes, map of the area, scroll of introduction, pouch with 20gp
Feature: Diplomatic Immunity: You possess minor diplomatic immunity as an envoy, but it only applies for lesser infractions. Moderate crimes will be punished with banishment back to your home, while major crimes like murder will likely be punished the same as anyone else because your home country will usually disavow you. They may agree to a prisoner swap at some point after the heat has died down though.
PIBF: Make up your own or use the Noble.

Explorer by Tom Miskey
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Navigator's tools or cartographer's tools, land or sea vehicles
Equipment: Navigator's or cartographer's tools to match proficiency, traveler's clothes, maps, 50' of rope, dagger, pouch with 10gp.
Feature: Journey to Dakan Mar: You have traveled to some secret, mythical, far off, or otherwise inaccessible place and returned. You know about that place, its inhabitants, culture, dangers, magic, etc. You might have returned with some mementos of your journey, as well.
PIBF: Make up your own or use the Hermit or Sailor.

Farmer/Rancher by Tom Miskey
Skill Proficiencies: Animal Handling, Nature
Tool Proficiencies: 1 type of Artisan's tools, land vehicles
Equipment: Common clothes, 1 set of artisan's tools, waterskin, pouch with 10gp
Feature: Work the land: You know when, where, and how to plant and tend to crops. You know how to herd domesticated animals, how to break a horse, shear sheep, milk cows, and much more. You can find work on a farm, or start one of your own if you wish.
PIBF: Make up your own or use the Folk Hero.

Faction Agent
Many organizations active in Dakan Mar and across the seas to the Old World aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders, haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart.

As a prelude to your adventuring career, and in preparation for it, you served as an agent of a particular faction. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't require you to relinquish membership in your faction, although you can choose to do so, and it might enhance your status in the faction.

Skill Proficiencies: Insight and one Intelligence, Wisdom or Charisma skill of your choice, as appropriate to your faction.
Languages: Two of your choice.
Equipment: Badge or emblem of your faction, a copy of a seminal faction text or a code-book for a covert faction, a set of common clothes, and a pouch containing 15 gp.

Factions of Dakan Mar
The lack of large, centralized governments in Dakan Mar is likely responsible for the proliferation of secret societies and conspiracies in those lands, as the fledgling country withstands the onslaught of nature and savagery as many different cultures and people attempt to promote more than just a foothold on the continent, and establish permanent government(s), and country(ies) under their own auspices. If your background is an agent for one of the factions present in Dakan Mar, see the Dakan Mar Faction Guide in this document.

Feature: Safe Haven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Suggested Characteristics
Use the tables for the acolyte background in the PHB as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent, by simply substituting the word “faction” whenever the word “faith” appears in the PHB text.

Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature.

Far Traveler
Almost all of the common people and other folk that one would encounter in the Old World have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born. However, in Dakan Mar, the majority of frontier folk are consistently more traveled than their old world counterparts. This is due to the shifting allegiances and dangers of frontier life. When one town is well settled and others flock to the area to set up camp or put down roots, the adventuresome frontiersmen and women look to the horizon, to explore the unknown and seek out a new place to settle.

You might be one of these folk who've come to Dakan Mar from afar, perhaps even farther than the outermost reaches of the Old World. You might be from a distant place, one so remote that few of the common frontier folk realize that it even exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and some outrageous legend. You have come to Dakan Mar for your own reasons, which you might or might not choose to share.

Although you will undoubtedly find some of this land's settler's (from the Old World) ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go. However, as Dakan Mar becomes a melting pot of cultures and peoples from across the world, your presence as a “Far Traveler” may be a commonly encountered phenomena.

Skill Proficiencies: Insight, Perception
Tool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homeland.
Languages: Any one of your choice.
Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in the world, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp.

Why Are You Here?
A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.

Why Are You Here?
[b]d6[/b]|[b]Reason[/b]|[b]d6[/b]|[b]Reason[/b] 1|Emissary|4|Pilgrim 2|Exile|5|Sightseer 3|Fugitive|6|Wanderer

Where Are You From?
The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from Dakan Mar, and the Old World (if this campaign is determined to take place in the Forgotten Realms) to justify the use of this background. (All of the following homelands are from the Forgotten Realms, but names may be changed to reflect an exotic place on another world of the DM and players' design.)

Evermeet. The fabled elven islands far to the west are home to elves who have never been to the Old World. They often find it a harsher place than they expected when they do make the trip. If you are an elf or eladrin, Evermeet is a logical choice for your homeland, especially if you wish to play an elf with an exotic or decidedly foreign culture and society.

Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Dakan Mar for a purpose that benefits elven culture or society.

Halruaa. Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in the Forgotten Realms who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.

Halruaans usually make their journeys into Dakan Mar for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.

Kara-Tur. The continent of Kara-Tur, far to the east of Faerun, is home to people whose customs are unfamiliar to the folk of the Old World. If you come from Kara-Tur, Old Worlders likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term for everyone who shares your origin.

The folk of Kara-Tur occasionally travel to Dakan Mar as diplomats or to forge trade relations with prosperous Ironbound or Kragenmoor merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over.

Mulhorand. From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is alien to someone from the Old World. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of Dakan Mar. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of the Old World and Dakan Mar as well.

Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in Dakan Mar simply to see the strangeness this wet and cold land has to offer, you've made too many enemies among the desert communities of your home, or you represent a slavery ring interested in doing trade with the Dakan barbarians.

Sossal. Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dress in white.

Sossal exists far to the northeast, hard up against the endless ice tot he north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important.

Zakhara. As the saying foes among those in Faerun who know of the place, “To get to Zakhara, go south. Then go south some more.” Of course, you followed an equally long route when you came to Dakan Mar from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerun for trading purposes, few stray as far from home as you have.

You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.

The Underdark. Though your home is closer to Dakan Mar than other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies that place – but you might also have frown up there after being captured and brought below when you were a child.

If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior, whether warranted or not. If you aren't a native, your reason for leaving “home” probably has something to do with getting away from a bad situation, or a quest to find your race's or even familial roots on the surface.

Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Suggested Characteristics
Personality Trait
[b]d6[/b]|[b]Personality Trait[/b] 1|I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own. 2|I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting. 3|I have a strong code of honor or sense of propriety that others don't comprehend. 4|I express affection or contempt in ways that are unfamiliar to others. 5|I honor my deities through foreign practices. 6|I begin or end my day with small traditional rituals that are unfamiliar to those around me.

[b]d6[/b]|[b]Ideals[/b] 1|Open. I have much to learn from the kindly folk I meet along my way. (Good) 2|Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful) 3|Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic) 4|Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil) 5|Inquisitive. Everything is new, but I have a thirst to learn. (Neutral) 6|Suspicious. I must be careful, for I have no way of telling friend from foe. (Any)

[b]d6[/b]|[b]Bond[/b] 1|So long as I have this token from my homeland, I can face any adversity in this strange land. 2|My people's gods are a comfort to me so far from home. 3|I hold no greater cause than my service to my people. 4|My freedom is my most precious possession. I'll never let anyone take it from me again. 5|I'm fascinated by the beauty and wonder of this new land. 6|Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.

[b]d6[/b]|[b]Flaw[/b] 1|I am convinced of the superiority of my own culture over that of this foreign land. 2|I pretend not to understand the local language in order to avoid interactions I would rather not have. 3|I have a weakness for the new intoxicants and other pleasures of this land. 4|I don't take kindly to some of the actions and motivations of the peoples of this land, because these folk are different from me. 5|I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst. 6|I have a weakness for the exotic beauty of the people of these lands.

Grave Robber by Tom Miskey
Skill Proficiencies: Religion, Stealth
Tool Proficiencies: Thieves' Tools, carpenter's tools
Equipment: Thieves' Tools, carpenter's tools, dark clothes, shovel, torch, crowbar, pouch with 5gp
Feature: Seen one corpse, seen' em all: Dead (or undead) bodies are nothing new to you, and your fear of the dead has been dulled. You gain Advantage on all saving throws against fear due to the undead.
PIBF: Make up your own or use the Criminal.

Highwayman by Tom Miskey
Skill Proficiencies: Stealth, Survival
Tool Proficiencies: Land vehicles, Thieves' tools
Equipment: Traveler's clothes, Thieves' tools, club, bedroll, sack, 50' rope, signal whistle, pouch with 10gp
Feature: Bandit Code: While Highwaymen and bandits don't have as strict or elaborate a code as pirates, there are certain courtesies that many follow. As a Highwayman yourself once, you know the proper way to ask for a meeting with their leader, how to request a contest or duel that will allow you to leave with all your goods and possessions if you win, and so on. Not all Highwaymen abide by these codes, though the ones that don't tend to be looked down upon by the others.
PIBF: Make up your own or use the Outlander.

You are the heir to something of great value – not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you – by force, if necessary.

Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion.
Tool Proficiencies: Your choice of a gaming set or a musical instrument.
Languages: Any one of your choice.
Equipment: Your inheritance, a set of traveler's clothes, any items with which you are proficient, and a pouch containing 15 gp.

Feature: Inheritance
Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your DM to come up with details: Why is your inheritance so important, and what is its full story? You might prefer that the DM invent these details as part of the game, allowing you to learn more about your inheritance as your character does.

The DM is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. The object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature might not be apparent at first and is revealed only when certain conditions are met.

When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away, or at some other point in the campaign, or not at all. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about it.

[b]d8[/b]|Object or Item 1|A document such as a map, a letter, or a journal. 2-3|A trinket (chapter 5, PHB). 4|An article of clothing. 5|A piece of jewelry. 6|An arcane book or formulary. 7|A written story, song, poem, or secret. 8|A tattoo or birthmark.

Suggested Characteristics
Use the tables for the folk hero background in the PHB as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor. Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of doing.

Knight of the Order
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. There is a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.

Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause.

Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order.
Tool Proficiencies: One type of gaming set or musical instrument.
Languages: One of your choice.
Equipment: One set of traveler's clothes, a signet, banner or seal representing your place or rank in the order, and a pouch containing 10 gp.

Knightly Regard
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation – that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.

This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

Suggested Characteristics
Use the tables for the the Soldier background in the PHB as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order. Your bond almost always involves the order to which you belong, or at least the key members of that order, and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.

Knightly Orders of the Forgotten Realms
Kelemvor's Eternal Order, and Mystra's Knights of the Mystic Fire are orders that swear fealty to a deity. Other orders may serve governments, a royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa.

Knights of the Shield use the trappings of knighthood without necessarily being warriors. The Knights of the Unicorn, (chivalric adventurers of romantic ideals: life is to be relished, lived with laughter, quests taken on a dare, dream the impossible, praised for strengths and comforted in weakness; the unicorn goddess Lurue is their mascot) Knights of Myth Drannor, (famous adventuring band eventually reformed to building alliances and friendships between the civil races of the world to combat evil, upholding the virtues of honesty and bravery) and the Knights of the Silver Chalice (fealty to the Crown; formed by edict of the demigod Siamorphe in Waterdeep – ethos: nobility's right and responsibility to rule, reestablishing order in Tethyr by putting a proper heir on the throne) are three orders of knights in the Forgotten Realms that may be used as the basis for a knightly order in Dakan Mar.

There are two notable knighthoods in Dakan Mar that characters may search out to challenge or join. The Order of the Griffon is not open to player characters, however. They are a knighthood formed from the original Order of the Gryphon – an Ironbound Knighthood that came to ruin and destruction centuries ago, as those worthy knights disappeared, one by one, into the Kragenmoor wilderness. Today, the Order of the Griffon is an evil organization linked to the Kragenmoor League faction, although their agents and knights in Ironbound and Roaming territories always seek peaceful relations with other orders, factions, and local city governments.

Knights of the Iron Shield are the foremost order protecting the borders of Ironbound and allied territories. However, the Order is not as adventurous as the ancient Order of the Gryphon, and the lesson learned is not to take quests into the unknown lightly. Most Knights of the Iron Shield range south of the Wall, but north of the Wotchen Tors Range, as there are many elven and human settlements loosely allied with the Ironbound.

Mercenary Veteran
As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Kragenmoor League, or the soldiers of Zenzena or Zertonmo Bar, or a smaller band of sell-swords, maybe even more than one.

Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight for a cause greater than gold.

Skill Proficiencies: Athletics, Persuasion.
Tool Proficiencies: One type of gaming set, vehicles (land).
Equipment: A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp).

Feature: Mercenary Life
You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle as a practicing profession (see “Downtime Activities” in chapter 8 of the PHB).

Mercenaries of Dakan Mar
  • Countless mercenary companies operate in and out of Ironbound held territories, ranging as far north into the Roaming as the barbarian tribes will let them, into the Kragenmoor, and even west to the borders of explored territory. Most are small scale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Kragenmoor League, the Taverner's Association, and various tribes of the Roaming have hundreds, if not thousands of members and can provide private armies to those with enough funds.
    Lynch Mob Tactics. The cold and mysterious Northlands beyond the Roaming serves as the home of numerous warg-riding clans of goblins. One infamous company of warg riders refrains from raiding their barbarian neighbors and maintains good relations so they can hire themselves out as mercenaries. Few cities in the Northlands, the Roaming or the Ironbound Cities are willing to field an army alongside Lynch Mob Tactics, but several are happy to quietly pay them to battle Debrosian barbarian, orc and troll tribes to the west, as well as other distant threats to civilization.
Suggested Characteristics
Use the tables for the soldier background in the PHB as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary.

Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your world-view and your motivation for fighting.

Demi-Human Mercenaries of Dakan Mar
  • Sith Dreadwild. Consisting solely of Eladrin, Sith Dreadwild is a legendary mercenary company operating out of Sith Rinlabur. Caring little for gold or fame (they are still quite expensive to hire, regardless), Sith Dreadwild agrees only to jobs that either promote the Sith cause, or involve destroying orcs, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Sith Rinlabur, and the Sith Dreadwild sends a representative if interested.
    The Billhook. Founded in Ermus Dock nearly two centuries ago, the Billhook were originally a group of dwarves outcast from their clans and sent aship to Dakan Mar for crimes against their houses, and against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in Dakan Mar would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the Billhooks.
Messenger by Tom Miskey
Skill Proficiencies: Animal Handling, Athletics
Tool Proficiencies: Calligrapher's tools
Languages: 1 language of your choice
Equipment: Calligrapher's tools, common clothes, maps of the area, pouch with 10gp
Feature: City Secrets: You know the fastest way to get from one part of town to another, including through back alleys, side streets, and hidden passages. This is identical to the Urchin's ability.
PIBF: Make up your own or use the Urchin.

Miner by Tom Miskey
Skill Proficiencies: Investigation, Perception
Tool Proficiencies: Carpenter's tools, land vehicles
Equipment: Common clothes, miner's pick, shovel, hooded lantern, waterskin, pouch with 10gp
Feature: Don't need no canary!: As a miner you are able to detect dangerous underground areas (places where the ceiling, wall, or floor may give way, places with a build-up of gases, etc), as well as sloped passages, subtle turns, and so on. You know how to build wooden reinforcements, stairs, etc in a tunnel and how best to destroy such supports. You know how to judge the quality of a metal vein, how to follow it, and when it is played out.
PIBF: Make up your own or use the Guild Artisan.

Old World Noble
You are a scion of one of the great noble families of the Old World. Human families who jealously guard their privilege and place in society, Old World nobles have a reputation across the world for being eccentric, spoiled, venal, and above all else, rich.

Whether you are a shining example of the reason for this reputation, or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping champaign at a ball? Or have you taken up sword and spell on your family's behalf, ensuring that they have someone of renown to see to their legacy?

Work with your DM to come up with the family you are part of – there are around seventy-five lineages in the Old World, each with its own financial interests, specialties, and schemes.

You might be part of the main line of your family, possibly in line to become its leader one day, or you might be one of any number of cousins, with less prestige, but with less responsibility, allowing you more freedom to do what you want.

Skill Proficiencies: History, Persuasion.
Tool Proficiencies: 1 type of gaming set or musical instrument.
Languages: One of your choice.
Equipment: A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine wine or liquor, and a purse (not a pouch) containing 20 gp.

Feature: Kept in Style
While you are in a port city in Dakan Mar, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate to settle what you owe.

This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income – the benefit is a line of credit, not an actual monetary reward.

Suggested Characteristics
Use the tables for the noble background in the PHB as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Old World family.

Like other nobles, you were born and raised in a different world from the one that most folk know – one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house.

Physician by Tom Miskey
Skill Proficiencies: Investigation, Medicine
Tool Proficiencies: Herbalism kit
Languages: 1 of your choice
Equipment: Herbalism & healer's kit, fine clothes, 15gp.
Feature: “I'm a doctor, not a miracle worker!” When you use a healer's kit to stabilize someone (or treat them after they have been stabilized but before they regain consciousness), if you succeed at a DC 15 Wisdom (Medicine) test they will awaken in 1d4 minutes rather than 1d4 hours. You may also expend a use of the Healer's kit to treat a person's wounds during a short rest, allowing them advantage on the Hit Die for recovery.
PIBF: Make up your own or use the Sage.

Rat Catcher by Tom Miskey
Skill Proficiencies: Animal Handling, Stealth
Tool Proficiencies: Poisoner's kit, choice of 1 gaming set.
Equipment: Hunting trap, poisoner's kit, basket, common clothes, hooded lantern, small vicious dog, pouch with 5gp.
Feature: Sewer navigation: You spend so much time down in the sewers catching rats, you know your way around them (and the dangers within them) by heart. You never get lost in sewers. You are trained in fighting rats and do +1 damage to all types of rats, were-rats, etc.
PIBF: Make up your own or use the Urchin.

Servant by Tom Miskey
Skill Proficiencies: Insight, Perception
Tool Proficiencies: 2 artisan's kits of your choice
Equipment: Common clothes, 1 set of artisan's tools, pouch with 5gp
Feature: Born to serve: You are well-trained in adopting the manners of a servant, and servants tend to talk to other servants. You can often gain information about a household from talking to its servants. When you are dressed and acting like a servant, many other people will hardly give you notice (unless you are someplace servants aren't allowed).
PIBF: Make up your own or use the Urchin or Folk Hero.

Teamster by Tom Miskey
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: Land vehicles, smith's tools
Equipment: Common clothes, smith's tools, 50' rope, pouch with 10gp
Feature: “Yah mule, yah!” You have a way with draft animals (horses, oxen, etc). You can sooth and calm them with your words, or encourage them to pull longer, harder, or faster than they normally would. You know how to hitch and unhitch animals to a cart or wagon, and you can make basic repairs on a land vehicle to get it moving again. You also know most of the local land trade routes and cities, and what to expect in each one.
PIBF: Make up your own or use the Outlander.

Tribe Member The Roaming
Though you might have only recently arrived in the “civilized” lands of the Ironbound or the port cities of Dakan Mar, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, as a member of a tribe of The Roaming.

Your people have always tried to hold to the old ways. Tradition and taboo have kept the Roaming strong while the kingdoms of others have come and gone, swept away like the tide in Dakan Mar. but for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why the Roaming chose to raise up the totems among the people as living embodiments of power. Perhaps they needed a reminder of who they were and from whence they came, as the Khans of old led their bands back to the old ways, and most of your people abandoned the soft ways of civilization.

You might have grown up in one of the tribes that had decided to settle down in Clarag Mul, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Roaming that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer.

Skill Proficiencies: Athletics, Survival.
Tool Proficiencies: One type of musical instruments or artisan's tools.
Languages: One of your choice.
Equipment: A hunting trap, a totemic token or tattoos marking your tribal totem or loyalty to the Roaming, a set of traveler's clothes, and a pouch containing 10 gp.

Feature: Roaming Heritage
You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the Northlands in the Roaming. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call on the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic humanoids, the Folk of the Glen, and the priesthoods devoted to the gods of the First Circle.

Suggested Characteristics
Use the tables for the outlander background in the PHB as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the Roaming. Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. The Roaming ancestral mounds – great hills where the totem spirits were first defeated by the Great Khan, and where the heroes of the tribes are interred – are sacred to you.

Your bond is undoubtedly associated with your tribe or some aspect of Roaming philosophy or culture (perhaps even Khan Dak himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being Roaming stands for.

Wizard's Apprentice by Tom Miskey
Skill Proficiencies: Arcana, Sleight of Hand
Tool Proficiencies: Calligrapher's supplies, Herbalism kit
Equipment: Robes, Calligrapher's supplies, Herbalism kit, 1 arcane focus, component pouch, pouch with 5gp
Feature: “My first cantrip!” As a former wizard's apprentice, you have learned the Prestidigitation cantrip. Intelligence is your casting ability for it.
PIBF: Make up your own or use the Sage.
My D&D 5th edition Dakan Mar Campaign setting Conspectus and Campaign Rules here at The Piazza Forums, a Fool's Errand WIP.

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