Classes (Macaria Supplement)

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Artificer[edit]

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

Artificers have a precarious position in Macaria, shunned by the greater scientific community, they believe that the sciences and magic are one in the same and to be used together. They rely on the mafia to get the resources for their projects due to their illegal nature, leading to many eventually becoming weapon manufacturers for the mob.

Artificers alongside Wizards take up the occupation of bootlegging, the production of magical artifacts. The bootlegging trade is a vital aspect of the mafia, with some getting incredibly rich off of it.

Some artificers live as inventors or snake oilers trying to make a living by selling their magic as revolutionary science, those who take this path can find either gigantic success or horrible loss.

Barbarian[edit]

(Player's Handbook pg. 46)

In the modern industrial world of Macaria, there is no place for the barbarian. Whenever barbarians arise, they are a product of harsh isolated frontiers of the nation. From the scorching desert to the swampy bayou, barbarians can be found there. Barbarians have a hard time adapting to modern society, often living in isolation or as a gun for hire

Barbarians brute strength makes the invaluable for organizations like the Mafia or the Government, often hired by both as violent enforcers of the interests. However some barbarians are considered too far gone, such as the Beast and Berserker, who’s mindless rage makes them a danger to everyone around them. Other barbarians desire to escape from the mercenary lifestyle, like the Totem Warriors who live on their own terms.

Bard[edit]

(Player's Handbook pg. 51)

The many Bard Colleges were forced to go underground because the prohibition, as a result they began to shift into subsidiaries of the mafia. Bards are often seen working in speakeasies, doing dirty work for the mafia on the side. The many diverse skills bards acquire make them useful grunts for the mafia, especially for tasks like espionage or diplomacy. The Kanawha Chapter or College of Whispers especially is valued by the mafia compared to the others, with many bards of the Kanawha Chapter being high ranking members of several criminal syndicates.

Cleric[edit]

(Player's Handbook pg. 56)

Clerics, due to the divine origin of their magic, were excluded from the magic prohibition. This often makes the ostracized from magical communities, while outside them they are highly revered. Since all Clerics worship the monotheistic god Taivas, they get their domain from his many generals such as Anann the Angel of Death or Hadur the Angel of War.

Clerics rarely engage with the mafia, instead usually being aligned with the church and sometimes the government. Many went off to fight off the armies of Sakkal or are investigating the eldritch horrors of the east coast, they will enact the will of Taivas wherever they go.

Clerics that don’t worship Taivas died out as the power of the old gods began to fade, now servants of the old gods take the form of Warlocks instead of Clerics.

Druid[edit]

(Player's Handbook pg. 64)

Druids are worshippers of nature in a broad sense, however their specific circles divide them and their influence. The ancient Circle of the Land is almost exclusively made of Sidhe due to its origins in Hy Brasil. While the Circle of the Moon is mostly organized in the swamps of the south, practicing their magic in seclusion from the rest of society. Druids are separate from the struggles that define Macaria, making it all the more interesting when they are thrust into them.

Fighter[edit]

(Player's Handbook pg. 70)

The humble fighter is a common profession, either serving as a mafia thug, a soldier, or anything in between, a fighter has a million avenues to take his employment.

There are many specializations that the fighter can take, such as the cavalier who traditionally had a mount but now uses state of the art automobiles to overrun their opponents. Eldritch Knights who use magic alongside their prowess, who are especially common in the mafia. Or even the gunslinger who masters the art of the firearm.

Monk[edit]

(Player's Handbook pg. 76)

Monks master both their body and mind, their limbs are as deadly as any blade. The monk was spared from the magical prohibition due to the niche nature of their practices, as their ancient ways are not common in Macaria.

The government is mostly disinterested in the monk, leading to many lending their hand to the mafia in order make a living. Others fight as vigilantes, exacting justice against those who wish to sow chaos.

Paladin[edit]

(Player's Handbook pg. 82)

Paladins are the mortal soldiers of Taivas, living to enact his will. They are similar to clerics in that they deride their specialties from worship of a patron general, and the favorable opinion of them held by the government. Due to their high moral standing they will almost never serve the mafia, often working independently or with the government, especially on the frontier.

Paladins played a very large role in the Great War, leading to many distraught paladins becoming Oathbreakers. Many oathbreakers became servants of Sakkal, gaining dark power in exchange for doing his bidding.

Ranger[edit]

(Player's Handbook pg. 89)

The frontiersmen of Macaria, they make their homes where no other man dared to tread. Some ranges live in faraway forests of Tacoma looking for gold, while others live as cattle drivers in the dust bowl. Rangers are valued by the government as they can bring law to an otherwise lawless area, however they more often live humble lives on the many frontiers of the nation independent from the government. To a ranger the frontier is everything, it’s their home and way of life.

Some rangers however specialize in the vast cities, making the streets their home. These rangers are very common in the mafia, often fulfilling a wide variety of roles.

Rogue[edit]

(Player's Handbook pg. 94)

Rogues, weather petty thieves or feared assassins, are all too common in Macaria. The economic depression has created the perfect environment for the rogue to thrive, especially alongside the mafia. Rogues who operate in the city will often have ties to the mob, with many chapters of the thieves guild becoming heavily entangled with them. Rogues however, do not always rely on the mafia. Some rogues may even act as vigilantes, or fall under the employment of the government.

Sorcerer[edit]

(Player's Handbook pg. 99)

Sorcerers were one of the many victims of magic prohibition, those born with natural ability to control magic have found themselves at the forefront of everything. Sorcerers are highly valued by the mafia, and many high ranking mobsters themselves are sorcerers. The innate power of the sorcerer makes them seen as a dangerous threat by the government.

Sorcerers are incredibly diverse in terms of the origin of their abilities. Some known as Aberrant Minds have fallen under the influence of an eldritch creature. Those with a draconic bloodline others had their blood imbued with draconic magic, possibly in relation to the Polymorph Scandal of 1884.

Not all sorcerers are shunned however those with a Divine Soul are often praised and compared to other holy spellcasters like Clerics and Paladins. While this connects them further with most of society, it alienates them from the rest of their sorcerer kin.

Sorcerers who do not align themselves with the mafia often seclude themselves from society, retreating to the far away corners of the nation to avoid persecution.

Warlock[edit]

(Player's Handbook pg. 105)

Warlocks, shunned in both wider society and the underground magic world. The pacts they sign are heavily looked down upon, yet that does not stop many from taking the power it offers. Warlocks are readily accepted into the mafia, often rarely having any other place to go. The majority of Warlocks prefer to live their life as wanderers and nomads, free to use their power as they see fit or if they are truly devout, in the service of their patron.

Many warlocks serve the old gods, once powerful deities forced into hiding by the supreme god Teiwas. They take many forms, such as Dagon who was exiled into the vast ocean or Sakkal the dead god. Patrons of different old gods can be vastly different, such as the pacts of Dagon being related to the ocean or the Sakaals pacts focusing on necromancy.

Not all warlocks however serve old gods. Some serve a powerful celestial being, such as an Angel or even one of the Generals of Teiwas. These holy warlocks are tolerated under the stipulations of magical prohibition, yet are still not as respected as Clerics and Paladins.

Some Warlocks seek stranger means of power, worshipping a fiend, genie, or archfey. Since these creatures often avoid the mortal plane due to the unrelenting watch of Teiwas, they use warlocks to enact their will without threat of eradication.

Wizard[edit]

(Player's Handbook pg. 112)

Wizards are at the forefront of the magic prohibition. The many magical guilds and universities that once existed were either forced to disband or become servants of the mob. Many wizards are too proud and continue their study in seclusion, while are forced to use their skills for the mafia in order have basic necessities. Many wizards were left without livelihoods after after the prohibition, making them all the more common in the mob.

Necromancy was already illegal before the prohibition, having the spread of crime only benefit their already underground operation. The Wormwood Guild is especially prominent, operating in northeast performing occult studies and working independently of the mob. Necromancers outside of the city are especially common in the swamps of the south, where they can practice their art without fear.

Another notable institution that was able to survive was the Conjurers Guild, who’s many universities exist on different planes and require authorization from an inside member in order to accessed. This has allowed them to continue their studies in peace, but the longer they stay in these foreign realms the more it takes a toll on them both physically and mentally.


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