5e Classes (Reania Supplement)

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Adventurers have different backgrounds and races, but they also have different classes, and skill sets for combat and traversal that allow them to go above and beyond what a normal person could ever hope to accomplish.

This chapter will be looking over the roles that each class has within Orizon and expand on the archetypes of those classes available to players within the setting. This chapter will also describe additional classes not from the player’s handbook.


Artificer[edit]

(Eberron: Rising from the Last War pg. 54)

The artificers of Reania have helped countless people with the tools they develop and the skills they hone. Some of them are building off the shoulders of giants, rebuilding commissioned tools. Others are consummate inventors, creating new and interesting devices that draw from the flow of magic. Some artificers work within the lab, studying texts and tomes and researching the skills of artifice. Other artificers decide that they belong in the field, recovering ancient items for study or building things to match the needs of the places they visit.

The best artificers are inventive, prone to leaps of insight matched with detailed, exhaustive, preparation. Like wizards, artificers make exhaustive study of the nature of magic. Wizards look for insight into the nature of the flow and skills with weaves. Artificers are more practical, they have to find a middle ground between magic and the sciences. Artificers are chemists and engineers as much as they are arcanists. Alchemists that travel the world are practical, they need to be able to improvise and find new and exciting applications of their technology.

Skilled artificers have lucrative careers ahead of them, weaving magic into objects that anyone can use requires both dexterous hands and a nimble mind, along with years of study. For some, these tools are the only opportunity people will have to hold magic in their hands and can give someone an amazing resource to take with them. For adventurers, a solidly constructed magic item can mean the difference between life and death.

The steady advancement of new technologies in the world of Reania has been a boon for artificers. Printing presses have made it easier to document and share scientific findings. The advancement of gunpowder has sent many artificers scrambling to find new ways to advance that technology.

Barbarian[edit]

(Player's Handbook pg. 46)

A wild world like Reania are places where people can find a place for themselves on the brutal fringes. They build a place for themselves with strength of will, or strength of arms where will fails them.

There are many dangers in Reania and many regions are savage lands, where everything is a struggle. Fierce warriors grow out of these lands, and they spread out through their territories, exploring the ruins of peoples that could not survive the savage lands, or fending off attackers and invaders. The most common locations of Barbarian tribes are Khanan and The Kaiden Wilds, however, there exist tribes in every country.

Sometimes these people leave, and venture out into the world at large. These people are rough and tumble in the unprepared civilizations, but their brutal bluntness makes them an “efficient” addition to a city. In “civilized” spaces a barbarian is a bruiser or a force of strength. militaries value barbarians as irregulars or brutes, though they are difficult to place with a formal regiment.

A true barbarian may be considered by some to be anathema to civilization. They are blunt and violent, driven by their emotion or a connection to the totems and iconography of the wild. However, their strength and simplicity have sometimes made them the foundation of bringing civilization as well as breaking it, there are many small regions ruled by a barbarian lord who decided they could simply build themselves a lordship to varying success. Most civilized and established settlements will attempt to remove such a "lord"

Bard[edit]

(Player's Handbook pg. 51)

In most parts of the world, traditional bards learn their trade from an apprenticeship system in association with bardic colleges that consider themselves the keepers of history and culture. These colleges are cultural centers and keep extensive records of songs and stories that traveling bards collect. These schools are also focused on general education, most children are expected to spend some time with tutors learning simple lessons and songs to help them with reading, writing, and arithmetic. One of the duties of apprentice bards is to journey out and do a combination of teaching and learning about the world, because of this bards are one of the most common adventurer classes.

On the flipside nontraditional bards are frequently members of the nomadic caravans, traveling the world and singing songs and telling stories. These bards are usually taught by fellow members of the caravan typically the Elders, these Elders record the history of their caravan through an oral history of songs and myths. Other often younger members of the caravans range out into the world to find new stories and new places for the caravan to travel or travel to meet other caravans and share between them or to settle territories to see who will share with the nomadic peoples.

Some bards are simple entertainers, but their foundation in the skills built up by the bardic institutions makes them valuable in their niche. Though there are many people capable of playing music or displays of skill and performance ability, bards are on a completely different tier, there is a magic to what they do, both literally and metaphorically. Bards are focused on their art and they are intensely skilled at performing it.

Cleric[edit]

(Player's Handbook pg. 56)

The gods are the most active in the world through their chosen clerics. Most clerics in Reania belong to an established religious hierarchy, but some do not. The gods choose whom they will, and sometimes a simple devoted worshiper is blessed with the abilities of a cleric, despite not being at all affiliated with a formal religious order or organization. That cleric might be a contemplative hermit, a wandering prophet, or simply a devout peasant. The most extreme are luckless unknowns that a deity may have observed something special in. Or in rare cases, someone who does not worship anything gains cleric like abilities, it is simply the power of belief that clerics gain power, and gods are what are believed in most often.

Religious orders will often try to recruit these people who gain clerical ability and bring them into the fold, both to temper their actions and to try to gain insight into their gods through their choice of cleric. But not all wish to be bound to the order of a church. Conversely, not everyone who pursues a religious vocation is a true cleric. Some acolytes discover a different path for their lives, they serve their faiths in other roles, such as priests, scholars, or artisans, while some go on to vocations that have nothing to do with religion.

Some clerics are homebodies who serve a particular community of the faithful, but adventuring clerics tend to have a certain crusading zeal to do their deity’s work in the wider world. This work may include ministering to far-flung communities, or seeking out and defeating threats to the civilized world.

Druid[edit]

(Player's Handbook pg. 64)

Druids are people who have turned their veneration to nature and the natural world. They have found insights and reverence in the subtle and powerful rhythms of nature. They venerate nature and the gods of the natural world, from the old gods to the myriad nature spirits and the fey.

Though most people associate druids with the forests, druids do not restrict themselves to such limited bounds. Druids are the appointed caretakers of all of the land, from frozen mountain peaks, to burning deserts. Druids tend to the rolling hills and the rough storm-broken coasts. Some druids have devoted themselves to the lofty floating islands of Aetrius and their caretaking.

No matter where a druid finds themself they will act as guardians and caretakers of their lands. They seek to preserve this splendor against those who would despoil it.

Druids are an esoteric order of people, they rarely interact with the more established people of civilization, instead, they isolate themselves within their order of people and their deep wilderness. They are their own people, independent of the world within their own circles. It is said that whenever someone enters the wilds the plants and animals are the spies of the druids.

Fighter[edit]

(Player's Handbook pg. 70)

The life of a fighter is a common profession for those in Reania seeking out adventure and excitement. Some become soldiers, some leap directly into adventure. Some people try to live peaceful lives, but they never keep a weapon far from their side.

A solid sword arm is a valuable asset to many. Knights are always looking to bolster their numbers from among the nobility. Just about every able bodied person has some modest ability with a weapon from serving as a part of the local militia and others continue this training to join the military or the city guard.

Some people don’t embrace a career in the military, or at least not in service to a higher cause or a nation. Some become soldiers of fortune, loyal to their employers and the gold they have to pay. Some become adventurers, hoping to find gold and glory or simply to scratch the itch of wanderlust.

These people without alliance to kings, countries, or gods find themselves in service to guilds or companies. Trading guilds hire warriors as guards or thugs.

Some fighters travel a less reputable path and become crooks, pirates, or pit fighters. They pillage and plunder along with rogues and barbarians to take what their swords can give them.

There are many dangers in the world of Reania and a strong fighter can always find a use for their skills. Soldiers and mercenaries and adventurers always find themselves a place among people willing to pay a few silver and adventuring parties can always use a sturdy sword arm.

Because of this wide accessibility and versatility Fighter is the most common class of adventurers.

Monk[edit]

(Player's Handbook pg. 76)

Monks are people who turn contemplation into action. Meditation becomes form and the movement of fists is an expression of philosophy as much as it is of violence. A monk masters their body as a crucial step in mastering their soul. Through this ritual of contemplation and training, they learn to awaken abilities within themselves, expanding the magic of ki energy that comes from within.

Unlike sorcerers who exploit the overflowing energy of their heritage, clerics who have power granted to them from on high, or wizards that draw from the energy that surrounds them, monks built their strength and draw from within themselves.

The most celebrated places of Reanian monks are secluded monasteries built hidden away from the rest of the world where monks could contemplate hidden truths in privacy. Though these are romantic images and not untrue, there are monks spread out across the world, some are in the forests or the underground, and others live inside the cities. All that a monk needs is an understanding of self and they may be classified as one.

Paladin[edit]

(Player's Handbook pg. 82)

Paladins are powerful fighters, empowered by their faith and the gods they serve to hunt down and destroy the enemies of the faithful. They exemplify a host of traits that folk consider honorable, just, and good, though they can also exemplify a host of traits that folk consider inflexible and intransigent.

These warriors aspire to be the best people they can be. When such a warrior also has a great devotion to a particular oath, their belief can reward the faithful with a measure of divine power, making that person a paladin.

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. The most famous of which being the Demigod Garmir himself or the Exalted paladin Arthur Blueblossom.

Ranger[edit]

(Player's Handbook pg. 89)

The wilds of Reania are vast, lush, and savage. Those people who can navigate through these wild spaces have immense value to the communities that find themselves on the outskirts of civilization. Much like druids, the skills of a ranger and the value they hold to the community at large date back to the earliest days of the world and the people who occupy it.

Not every hunter or trapper wandering the hills and forests is a ranger. A ranger finds the wilds to be something holy, more so than the staid trappings of civilizations. To a ranger, peace is never found from being at rest. A ranger believes in the sanctity of wild spaces, from the deep forests to the twisting streets of the cities.

Though rangers are not always connected together by group or creed, they are linked by a loose creed or common goals and practices. Rangers will often leave marks and symbols to help other traveling rangers. These marks can indicate campsites, danger, monsters, shelter, or a ranger’s cache of supplies. These simple trail markers aren’t at all a “secret,” but they are usually meaningless to people who haven’t received a ranger’s training.

Often rangers out in the wild are bound to circles of druids and rangers may act as a companion to a druid, or as their more proactive foils.

Rangers on Reania often find a place for themselves ranging out from the settled ground territories to explore the wilderness to find resources that can be sold to the people who need it. Many companies and guilds will have rangers in their employ who will range out to identify resources for the exclusive use of the guild. Though they also range on the wilder expanses of the world.

Reania’s rangers also explore the wilderness of civilization, exploring the twists and turns of the cities or ranging from the highest mountains to the widest cities, to the deepest depths of the world.

Rogue[edit]

(Player's Handbook pg. 94)

The rogue isn’t a master of the blade, they aren’t artists. But in some way, they are. An expert rogue is a master at knowing exactly where to put their blade, at seeing the art in removing valuables without a trace. They are dexterous and quiet, carrying themselves with unconscious stealth. Their talents are often turned to illegal ends, their skills plaguing the wealthy and removing some of their gains. When a rogue looks to find more honorable paying work they act as scouts and spies or turn their skills to delving through dungeons, dealing with monsters, and uncovering lost treasures.

Most large cities in Reania have a number of small thieves’ dens, guilds, and organizations that compete with one another. A few places have an organized group of rogues that controls all such activity. Most thieves’ dens are secret gathering spots for the illicit trade of goods and information. These are often hidden beneath the city, and prone to moving as soon as they’re discovered.

The most common respite for such robbers is what they call the Honest Trade, adventuring, where roguish abilities may be used without censure and are later lionized in song and legend. Many thieves take to this life, adhering to a code that keeps them out of trouble in civilized areas but still keeps them rich; they vow to burglarize ancient tombs and monstrous lairs instead of the homes and businesses of the wealthy in civilized lands.

Some rogues have learned it is easier to pick someone’s pocket when you have a powerful backer. Many rogues take this idea and become diplomats, courtiers, influence peddlers, and information brokers, in addition to the better-known thieves and assassins. Such roguish spies blend more easily into civilized society, more often acting as grease in the wheels than a wrench in the works, or just stealing a few cogs.

Sorcerer[edit]

(Player's Handbook pg. 99)

Some people are born with the natural ability to manipulate magic and the strength to command those energies. Some possess this ability as a chance happenstance, a twist of fate. Some possess power in their very heritage. Some have draconic blood, a draconic ancestor that disguised themselves as human. Others, more so than those with draconic ancestry, possess the power of wild magic, an energy that flows through the multiverse like rampant storms.

This connection has given some sorcerers of Reania, especially wild magic sorcerers, a fearsome or mysterious reputation. Their connection to the frightful phenomenon of wild magic storms makes them the subject of fear and persecution when that connection is displayed in an eruption of wild energies. Some especially fearful communities will execute or drive out those with the touch of the wild storms. Many who discover that they have the talent of a wild magic sorcerer take care to conceal or outright reject their abilities.

Those who do decide to embrace their abilities will venture outwards into the wider world, hoping to find an opportunity to put their skills to good use, or simply to use the powers that destiny has granted them to the best of their abilities.

Many sorcerers seek out a master that they can apprentice to, someone who has learned to better command those same energies without disaster striking. Others simply venture out to make the best of it and to learn on the go, this may be a dangerous method, but it is certainly exciting.

Warlock[edit]

(Player's Handbook pg. 105)

People who have sought out power through a bargain with some powerful entity from beyond their ken and some even from beyond their home plane. This is a fast and comparatively easy way to gain power for those without the devotion to study or prayer, or the fortune to be born with innate ability. There are rewards beyond the power granted, as the warlock’s patrons may offer them insights they would not normally be able to discover with such paltry things as study.

The sheer number of people within the world of Reania makes it easy for entities to find people willing to trade something as minor as their soul in exchange for power. Despite the existence of the Divine Gate, that which keeps powerful entities out of the material plane, powerful creatures can still reach through or in some rare cases can manifest physically if their power is low enough.

Warlocks have a worrisome reputation in the world, most people don’t like to think of how permeable their borders are, and warlocks and their patrons, regardless of their actions or intent, are fearsome reminders of those inconvenient truths. Many warlocks conceal the truth of their abilities, claiming their skill comes from study, rather than from a bargain.

Wizard[edit]

(Player's Handbook pg. 112)

Wizardry is perhaps the most broadly approved form of pure spellcasting path in the considerations of the laypeople of the world, thanks in large part to the study required to perform it with skill. The wizarding universities and magical guilds strive to keep control over their members that operate in the public and to teach control of the world’s magical energies to those that come to them to study. Membership to, or certification by, one of the magical guilds may be required to practice the more powerful arcane arts within more rigid parts of the world like Rakovia. Where this certification is not outright required it is seen as a crucially important piece of accreditation. Some people will only trust magical advice that comes with accreditation from a magical guild or university.

These magical universities will typically offer incentives to people in the world at large to come and learn at their arcane centers. Once there students often become cloistered in their learning, closely supervised until their instructors can be assured that those learning won’t singe their eyes off. Then students are either allowed to continue their studies on their own accord or apprentice themselves to one of the professors.

This educational system has a secondary purpose in that it teaches people control, not just for the sake of those individuals who come to learn, but also for the population at large, giving them a sense of security.

Following their tenure at magical institutions, wizards either delve into research, which can send them out on an adventure for more practical research. Some wizards remain with their institutions, pouring over the school’s libraries. Other wizards find careers with crafting guilds, merging their two fields of expertise and becoming enchanters of magical items, however, no matter how dedicated a wizard alone will never surpass an Artificer of a similar level, this is why many artificers will work alongside wizards. Some others find a path with the government, becoming advisors on arcane matters or serving positions like artillery within their military, most nations however have very few magic users in their armies with only a few dozen to a few hundred at best. There are two outliers of this however the nations of Rakovia and the Magocracy of Thule have entire armies made of mages.

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