Classes (Lunagros Supplement)

From D&D Wiki

Jump to: navigation, search

Artificer[edit]

(Eberron: Rising from the Last War pg. 54) With near-eternity to practice arcane magic, many take it up for various uses. There are approximately 400,000 artificers in the Lunagros. Many become artificers simply as a job opportunity. Magic item vendors and rentals bring in large amounts of money, and freelance workers are often in high demand. Sending Stone call centers, weapon manufacturers, and government agencies, to name a few, covet Artificers. Artificers in large cities will be paid very well for the production of magical items. The wealthy will, in turn, buy out warehouses of uncommon and rare magic items to either resell at exorbitant prices or use to equip their own business ventures or, in some cases, soldiers.

Artificers outside of the cities will often be integral to the success of small towns and tribes, often leading them. Rather than buying silvered weapons from the Drow or the Dwarves, with high expenses, it is often easier for a group to pool their money to hire and fund an Artificer, or find an Artificer who is willing to work in exchange for room and board. Most artificers in these smaller groups create weapons and armor, as the highest priority of those out in the wilderness is keeping their guards alive and well equipped for the coming nightfall. Magical equipment will drastically increase a town's odds of survival.

Optional rules: Freelancer: When creating your character, if their backstory involves working for a you may give up your infusions for 1000 starting gp per infusion lost. You may gain infusions normally as you level up, however subtract the number of infusions lost from the number of infusions you have at each given level.

Barbarian[edit]

(Player's Handbook pg. 46) In order to survive in the wilderness, one must be strong. Thus, most wanderers of the wilderness are Barbarians. Not calm enough to not endanger a tribe or town, Barbarians are usually found in cities or operations needing brute strength. Barbarians can subsist in cities, if their passions lie there, however due to a lack of magical talent they will never be particularly successful. This leads many to pursue a life outside of the cities.

Barbarians are often the first line of defense come nightfall, stalking and hunting The Corrupted for their meals. Barbarians with silvered or magical weapons are very capable of fending for themselves out in the wilderness, though those without will often go to the Deathfields or die. The life of a Barbarian is often a hard one, but they are the most likely to adventure.

Bard[edit]

(Player's Handbook pg.51) Bards are incredibly important as loremasters. Over the millions of years of human history, the many discoveries otherwise lost washing up on the shore, and the many souls corrupted, the grand bunker-libraries need thousands of staff.

Bards in the Lunagros are trained at colleges specialized to preparing Bards for managing the libraries, collecting, and verifying sources. Their music represents pleas and prayers to the gods, while simultaneously representing long-dead cultures through song. All support the Bards, and supply them as best they can. It is an honor to guard the Libraries, and each will have tens of thousands of staff in addition to the Bards who work there. A standing army, FICs, relics and expensive magical items, the most technologically advanced military equipment available, safe passage in every nation, vehicles, and many tools are given to Bards in order to gather information from anywhere safely.

Bard operations organize remotely, and may include anything from unearthing ruins to fighting the avatars of gods for a passage to an ancient cache of stone tablets.

Bards adventure to obtain more information to fill the Libraries with. The ultimate goal of the Bards is to find a way out of the dream.

Cleric[edit]

(Player's Handbook pg.56) A Cleric is more than one simply given a gun by a god and told to serve. They are handpicked from the most fanatical, dedicated, or unhinged individuals amongst their worshippers, and are gifted divine power one day. Often also gifted magical weapons, they are seen as blessed leaders. Many cults arise around Clerics, and they are also often hired for various governmental jobs. The latent divine energy flowing through clerics is the most powerful magic that a mortal can possess, but it has a mind of it's own.

As a cleric levels up, the deity that is possessing them as an avatar is willing to invest more and more into them. High level clerics are capable of manufacturing magical items and replicating things easily if they would be guaranteed to benefit the deity by existing.

Druid[edit]

(Player's Handbook pg.64) Druids are those who, despite the hellish conditions they have resided in, appreciate and worship the simple beauty of the nature around them. Not involved in disputes, they simply protect what is natural from corruption and occasionally help small tribes. They can come from anywhere or be anyone.

Fighter[edit]

(Player's Handbook pg. 70) Those who do not learn the arcane and do not possess any gifts will often train martially. Fighters are incredibly common, and may adventure for a variety of reasons. While every single person who has ever left the Deathfields is skilled with weapons, Fighters take it a step further. Fighters may be soldiers in cities, guards in towns or caravans, hunters, bandits, or just everyday citizens.

Monk[edit]

(Player's Handbook pg.76 There are many Monks in the Lunagros. The majority are closer to Clerics, however the Irinian and Oerminnon Monks taught to worship oneself. These Monks, usually from the south, are taught how to use their inner power in hopes of opening a tunnel out. Unfortunately, many are unsuccessful but the resulting ki-based powers can be useful in an adventuring party or as a scout or soldier.

Paladin[edit]

(Player's Handbook pg.86) While Clerics are given their powers to be unpredictable cult leaders, Paladins are the soldiers of the gods. Their oaths mainly center around might, vengeance, and domination. The job of a paladin is to pinpoint the enemies of a god, and channel their wrath to destroy said enemies. Paladins will start entire paladin-exclusive keeps, where they will launch their operations from. Religiously biased nations have use for them as shock troops.

Ranger[edit]

(Player's Handbook pg.89)

Rogue[edit]

Hemlock smugglers, bandits, thieves, politicians, or hitmen are all examples of where Rogues fit in. They may be criminals, spies or assassins for governments, or going about good-natured work, but they all

Home of user-generated,
homebrew pages!


Advertisements: