[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 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. :)

CONTENTS
PART ONE: CHARACTER RACE AND CLASS
Allowed Race and Class Combinations

NEW RACES AND DEMIHUMAN SUBRACES NEW CLASSES
  • Barbarian
    • Battlerager (Dwarf only)
      Beast Rider
    • Fighter
      • Cavalier
        Dreadknight
        Knight of the Iron Shield
    • Paladin
      • Oath of Justice
        Oath of the Crown
    • Rogue
      • Swashbuckler
    • Wizard
      • Bladesinger
        Generalist School
    PART TWO: RELIGION
    • 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 *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 Sat Jul 13, 2019 4:20 pm, edited 9 times in total.
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Re: [Dakan Mar] PART ONE: CHARACTER RACE AND CLASS

Post by Dread Delgath » Sun Jul 30, 2017 4:35 am

PART ONE: CHARACTER RACE AND CLASS

NEW RACES & PREFERRED CLASS

NEW RACES:
Aaracockra: Not allowed as a starter player character race. May not be barbarian, paladin, sorcerer, or warlock classes, but the Generalist Wizard classes are most appropriate.

Dwarf: Hill & Mountain dwarf sub-races lifespans are measured in hundreds of years. Only dwarves may be Barbarian – Battlerager class.

Elf: Grey, High, and Sylvan (Wood) elf sub-races lifespans are measured in thousands of years. Only elves are allowed to be Bladesinger Wizards, but are not suited to become barbarians of any type.

Genasi: Check with the DM to determine availability in the campaign. Genasi make good Clerics of their specified elemental domains, or any rogues or spellcasters of any type. Earth Genasi make excellent 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, or Fighter. Deep gnomes would make good Clerics of the Elemental Earth Domain.

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. 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.

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. Half-Elves are not allowed to be Bladesingers.

Half-Orc: Half-orcs have 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.

I am currently using the "Provincial Human Ethnicities" from the M:tG/D&D5e Innistrad campaign setting, however, I have replaced the provincial names with Old World countries of my own design.

If you have access to the DM's Guild "City and Wild" sourcebook, note that there are several Human Variants here, titled under several terrain types: Desertborn, Forestborn, Mountainborn, Plainsborn, Seaborn, & Winterborn. (I think I listed them all, but I think there should be "Swampborn" variant, just because. ;))

Tiefling: Lifespan is doubled that of humans.

CLASS RESTRICTIONS:
Barbarian: Battlerager (dwarves only).
Multi-class Restrictions: No character may start out as another class and revert to barbarism, via any barbarian class. Only allowed to take spellcaster levels as a Bard or Druid, but human, half-elf only).
Berserkers are only allowed to take spellcaster levels as Druid (no dwarves).
Beast Riders may not multi-class as monks, paladins, 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.

Clerics: Open to all racial types. 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; 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.

Wizard: Generalist school available. Multi-class Restrictions: May not multi-class as druids or bards; no Dwarves, no Goliaths.
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[Dakan Mar] Eladrin

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

ELADRIN

...were always Grey Elves.

(Offered as an elven sub-race in 5e "Classic" rules.)
Last edited by Dread Delgath on Sat Jul 13, 2019 3:40 pm, edited 1 time in total.
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[Dakan Mar] Rare Elf Sub-Races

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

RARE ELF SUB-RACES

...won't be available in the current format. Revamp in progress.
Last edited by Dread Delgath on Sat Jul 13, 2019 3:40 pm, edited 1 time in total.
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[Dakan Mar] Half-Elf Variants

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

HALF-ELF VARIANTS

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

FERAL HALFLINGS
(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

HUMAN ETHNICITIES OF DAKAN MAR

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

NEW VARIANTS AND BACKGROUND FOR TIEFLINGS
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.
Last edited by Dread Delgath on Mon Jul 31, 2017 5:50 am, edited 1 time in total.
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[Dakan Mar] Barbarian - Battlerager

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

BARBARIAN: BATTLERAGER
(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
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.
Last edited by Dread Delgath on Sat Jul 13, 2019 3:42 pm, edited 2 times in total.
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[Dakan Mar] Barbarian - Beast Rider

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

BARBARIAN: BEAST RIDER
(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.

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

BARBARIANS OF THE ROAMING

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[Dakan Mar] Barbarian - Spellbreaker

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

BARBARIANS OF THE DEBROSIAN WASTES

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[Dakan Mar] Cleric - Arcane Domain

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

MONK: THE FIGHTING NUNS OF MARMALEK

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[Dakan Mar] Cleric - Elemental Domains

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

CLERICAL ORDERS OF THE IRONBOUND

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[Dakan Mar] Fighter - Dreadknight

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

FIGHTER: IRONBOUND DREADKNIGHT
(mostly) 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

FIGHTING ORDERS OF DAKAN MAR

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[Dakan Mar] Fighter - Knight of the Iron Shield

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

FIGHTER: KNIGHT OF THE IRON SHIELD
(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]

Bulwark
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.
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[Dakan Mar] PALADINS

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

PALADINS

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

PALADIN: OATH OF JUSTICE
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.
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[Dakan Mar] Paladin: Oath of the Crown

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

PALADIN: OATH OF THE CROWN
SCAG

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.
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[Dakan Mar] Rogue: Con Artist

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

SWASHBUCKLING ROGUE

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[Dakan Mar] Wizard: Generalist School

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

WIZARD: GENERALIST SCHOOL
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

NO NEW FEATS
:(

Sorry, I know many who play D&D LOVE feats, and even though D&D5 "Classic" rules sport feats, I won't be introducing any new ones to the campaign at this time.
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[Dakan Mar] NEW BACKGROUNDS

Post by Dread Delgath » Mon Jul 31, 2017 7:37 am

NO BACKGROUNDS

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No Backgrounds for "Classic" 5e???

"There must be some mistake..."

No, my friends. This is no mistake. Backgrounds have been jettisoned from the Classic rules, but two other features have been (re)introduced: the Craft '_____' skill, and the Profession.

For Craft, insert the type of craft you want to be skilled in, like 'pottery' or 'smithing'.

PROFESSIONS

Professions take the place of Backgrounds. Through your chosen profession, you will most likely pick up proficiency in one or two skills, possibly proficiency in a set of tools, musical instrument, gaming set, or vehicle. The upside of losing Backgrounds to Professions, is that players won't be constrained by the relatively small amount of choices offered. Players will (of course) work out details of a chosen profession, picking one or two skills to be proficient in, and appropriate levels of proficiency or skills to pick up during the ongoing campaign.

Backgrounds never improve during the game, but Professions can. :cool:

One feature of the Classic game that won't be going anywhere are the "PIBF" Traits, or, Personality, Ideals, Bonds & Flaws system. In fact, I propose that players pick or roll for their PIBF from any table in the RAW PHB, not constrained to only the ones offered by a chosen background. (As if players didn't do this already...) ;)

Ideally, I will eventually get around to recoding the backgrounds from RAW 5e, plus all the additional backgrounds offered from online sources into sample Professions. :shock:
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