Classes

Oct 4, 2022 4:56 pm
Classes
The druid froze, his hand still in the stream’s cool water. "I wondered when you’d find me."

"It’s been a long time, god-leech." The warlock stood a few feet away, her ivory sword crackling with arcane power.

"Where are your friends?"

"Nearby. They should be here soon."

The druid dried his hand and stood, looking at his enemy. She had changed since their last encounter. She was harder. Fiercer. More certain. "Have you thought about my words?"

"You mean your heresies?"

He sighed. A crack in the forest to his left signaled her companions’ approach. The scavenger would be in the high branches. The spellskin
probably invisible, somewhere close. He closed his eyes and whispered to the trees. They swayed and rustled, listening.

"What are you muttering, god-leech?"

He opened his eyes. "I told you before. The land does not belong to the gods. The land is alive, and full of magic, and sacrificial goats like you are the accursed, cut off from the pulse of the Worldhea—"

She let fly an arcane blast at the very moment the trees uprooted all around, cracking and groaning with the rage of creation as her companions screamed.


The classes of Planegea are the earliest roots of future adventurer classes. Though the niche they occupy in the world may be different, the martial, divine, and arcane powers that these archetypes wield is a common thread from the prehistory of Planegea to their distant descendants. Mechanically, the classes are the same as in 5th Edition—with minor adjustments assumed for the starting equipment and any features affected by the Black Taboos.

Some DMs might choose to add or remove classes based on their preference and the story they’re telling in their own Planegea. But as written, each of these has its place.

CLASSES, REIMAGINED
These are the earliest forms of what will become the archetypal 5E classes in the future. Many of them have different names, to fit a world without monasteries, ancient religions, or magical universities. In your game, you can use the traditional class names or the Planegean equivalent as you prefer. For most classes, their role in the world is also quite different from their later heirs. Take a moment to read the descriptions of the classes to discover what martial power and arcane or divine magic looks like in a primordial world.

NOTE from the HeroAmongMen: You can also play an artificer in this setting, if you wish. Artificers are not part of the Open Gaming License, and as such, they were not allowed to be mentioned in the book. That being said, that doesn't stop us from playing to the concepts that we engage with in our game.

I thought of artificers potentially as those who tap into the innate spiritual essence of materials and draw them out for their use, but you can flavor your Stone Aged artificer however you find engaging.
Oct 7, 2022 7:57 am
Ascetic (Monk)
In a land of primal survival, most live at the edge of starvation, eating whenever they can, which is rarely enough. Some harness this scarcity, turning struggle into discipline. Ascetics challenge themselves beyond the limits of most mortals, straining their bodies through extreme rigors in order to unlock great physical, mental, and spiritual power. Anyone can become an ascetic, and many young hunters boldly claim they’ll follow the path of self-discipline and self-abnegation, but it is a long and difficult road to truly rise above hungers of any kind.

Self-Denial. The way of the ascetic is through denying what you want in order to find what you need. This may take the form of denying yourself unnecessary food and water, romantic relationships, or performing an act of dedication such as wearing a blindfold for a year or sleeping outside on your feet. What did you deny yourself and why? How did that shape you?

Honored Mystics. Ascetics are rare, but when one arises within a clan, they are usually revered for their discipline and focus. Chieftains, elders, and shamans will take counsel with even a young ascetic who shows true dedication to the path. How did your clan treat you? Were you ready for that place of honor, or was it confusing? Why do you now adventure instead of living a celebrated life as a spiritual leader of a clan?

Vows and Pilgrimages. Not all ascetics commit to lifelong pursuit of self-denial. Some take ascetic vows until some task is complete, such as revenge, redemption, or a quest they have set for themselves. Others deny themselves until they complete a journey of repentance, enlightenment, or other spiritual significance. How long will your commitment to asceticism last? Is there a vow you made or a journey you need to complete? If so, to what do you hope to return when your self-discipline ends?

New Subclass: Way of Abnegation
In a raw and dangerous world, some survive through the discipline of self-denial. The way of abnegation is the ascetic practice of denying physical needs and desires to embrace greater clarity of thought, or to unlock a strength buried deep within the core of one’s being. An ascetic who has devoted themself to the way of abnegation understands the role of the mind and body as vessels, straining their limits so that they may grow.

This path of denial is different for each that walks it, as sacrifice and hardship take many forms. Some ascetics may practice the disciplines of silence, solitude, and stillness as they seek attunement to the world, and others may train for many days with little food or water, forcing their bodies to endure in accordance with their will. Some distance themselves from their struggle to better understand the world around them, while others embrace their struggle, using their suffering as a catalyst for strength. The way of abnegation is arduous and severe in equal measure, but those who walk it cultivate a great power, drawn up from deep within themselves and honed by the strength of their will to endure.

DISCIPLINE OF DENIAL
3rd-level Way of Abnegation feature
At 3rd level, your mind and body have grown stronger, and you have learned to endure or to grow stronger in response to the pains of the world. You gain the following benefits:

Ward Blows. You can use your reaction to mitigate the strike when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you create an opening for a counterattack. You can spend 1 ki point to make a melee attack against your attacker as part of the same reaction.

Abstention. The ki flowing through your body sustains you further than most. You only require half as much food and water to ward off exhaustion. In addition, whenever you complete a long rest, your exhaustion is reduced by 1 additional level.

ENDURING FORM
6th-level Way of Abnegation feature
Starting at 6th level, you have distanced yourself from the suffering your body endures, or have grown beyond it. Whenever you take the Dodge action, you gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

PRODIGIOUS VESSEL
11th-level Way of Abnegation feature
Starting at 11th level, the power within and without you has begun to blossom, and you have learned how to best assume the suffering of others.

Warding Technique. When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to intercept the attack, forcing the attacker to target you instead. You may use your Deflect Missiles or Ward Blows features in response to this attack as part of the same reaction, if possible.

Improved Deflection. Whenever you spend a ki point to make either a ranged or melee attack as part of your Deflect Missiles or Deflect Blows features, you make that attack with advantage.

ABDICATION OF SUFFERING
17th-level Way of Abnegation feature
Starting at 17th level, you have achieved perfect discipline over your physical form. You can take the Dodge action as part of any bonus action you take to make one or more unarmed strikes on your turn.
Oct 7, 2022 8:02 am
Barbarian
Fear is a constant when the land is filled with giant predators, and finding a way to rise above fear is key to survival. Some do so through honor or moral codes, while others keep fear away by cleverness. Barbarians survive through sheer rage. A barbarian feels a burning anger deep within them, simmering just below the surface. When that anger is unleashed, they are capable of great and terrible things. Barbarians are a familiar archetype in this primordial world, and canny travelers cautiously search the eyes of those they encounter for the spark of primordial fury.

Uncaged Anger. The world is brutal and unjust, and there is much to be angry about. Barbarians funnel that rage into violence—usually directed towards the quarry of a hunt. Still, there are times when prey is scarce but the anger still simmers over. How do you deal with the anger outside the hunt? Do you bury it, soothe it, or express it through other forms of activity? Do you lose yourself in the rage, or do you feel most yourself when you’re most furious?

Leaders or Outcasts. Barbarians are typically lead hunters, head raiders, or in other positions of power because of their martial ability. Young hunters aspire to unleash the kind of fearless fury that characterizes a barbarian. But once unleashed, anger is hard to tame, and many barbarians have tragic tales of the times they went too far. Some wander the world as pariahs, having turned in their rage on their own kind. Have you been able to keep your rage within the boundaries of the hunt? Are there times you lost yourself that you regret? If so, how far would you go to make it up to those who got in your way during your black rage?

A River of Rage. Some say of barbarians that they exist in an endless current of anger, a river of rage. In a river, you must swim with the current or against it. Most swim with the current, hurtling towards the rocks of violence. Some, however, swim against the current, seeking to quell the anger that never stops roaring through their veins. Are you pursuing your anger, nurturing and cultivating it? Or are you seeking peace? What initially ignited your anger, and is it something that can ever be set to rest?

New Subclass: Path of the Farstriker
Barbarians who follow the Path of the Farstriker seem to be everywhere at once. These instinctive warriors wrap themselves in the primal power of the wind to fill the battlefield with their rage.

Such a barbarian might have cloud giant, storm giant, or djinn blood in their veins. They might come from a part of the world where the boundaries between magic and nature are thin, or they may unknowingly tap into elemental magic to command the air itself in their fury. Consider your barbarian’s relationship to the natural world, and how they see the origin of their power.

FARSTRIKER
3rd-level Path of the Farstriker feature
At 3rd level, you master the technique of flinging weapons at your attackers. You can treat any melee weapons you are holding as if they have the Thrown property with a range of 20/60. If a weapon already had the Thrown property, the short and long ranges of the weapon are doubled. You can draw a weapon that has the Thrown property as part of the attack you make with the weapon.

When you make a ranged weapon attack using your Strength while raging, you can add your Rage Damage bonus to the damage roll.

Starting at 9th level, Brutal Critical applies to ranged weapon attacks you make using your Strength.

RAGING CATAPULT
3rd-level Path of the Farstriker feature
At 3rd level, you become adept at hurling creatures around the battlefield, whether to harm enemies or reposition allies. Once per turn while you are raging, instead of making a weapon attack, you can hurl a creature within reach up to 30 feet away. Hurled creatures can be no greater than one size larger than you.

An unwilling creature must succeed on a Strength saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus) or be hurled and fall prone, and take bludgeoning damage equal to 1d6 + your Strength modifier + your Rage damage bonus. Hurling a creature in this way counts as having attacked a hostile creature for the purpose of maintaining your Rage.

After you hurl a friendly creature with this feature, immediately upon landing the creature can use their reaction to make a melee attack.

At 11th level, hurled creatures can be no greater than two sizes larger than you. At 17th level, you can hurl a creature of any size.

WILD RUSH
6th-level Path of the Farstriker feature
Starting at 6th level, you fill the battlefield with your rushing fury. After you make a thrown weapon attack or use your Raging Catapult feature, you can use a bonus action to take the Dash action. Your jump distance is doubled while dashing.

BOOMERANG ARC
10th-level Path of the Farstriker feature
At 10th level, you have learned to guide your weapon’s flight with the wind by your side. When you make an attack with a thrown weapon, you can choose for the weapon to return to your hand after the attack is made.

TORNADIC THROW
14th-level Path of the Farstriker feature
Starting at 14th level, your thrown weapons summon the terrifying power of the wind at its full force in their wake.

While you are raging you can use your action to throw your weapon, creating a line 60 feet long and 5 feet wide out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus). On a failed save, a creature takes damage equal to the damage of one of your thrown weapon attacks, and is pushed up to 60 feet towards the end of the line. On a successful save, a creature takes half as much damage and is not pushed. If a creature fails this save by 5 or more, the creature takes additional damage equal to the damage dealt by your Brutal Critical feature. Dealing damage to a hostile creature with this feature counts as having attacked a hostile creature for the purpose of maintaining your Rage.
Oct 7, 2022 4:00 pm
Chanter (Bard)
When stories cannot be written down, songs have great power to shape culture—and reality. Those who find their identity in the telling of stories and singing of songs are upheld by the clan, their long memories and powerful words seen as vital to the continuation of the clan’s identity. But some, called chanters, go beyond the role of mere storyteller. They reshape the world through their songs and stories, focusing power through their instruments and performances to sing not only of what is, but what could be. And in the primordial dawn of Planegea, singing of what could be has profound power. True chanters are both feared and loved, for the ability to remake the world with your voice is not to be taken lightly.

Truth-Sayers. Those who have access to a chanter’s arcane force of will are held to a higher standard than most, and are expected to sing the exact truth, lest they casually reshape the world with a misplaced note. The pressure of this power is enormous, and causes many chanters to flee their clans or even go mad. Some, however, are less scrupulous and believe reality is whatever they say it is. How do you reconcile your ability to bend the world to your will? Do you hold to a strict code of honesty? Do you avoid speaking at all lest you say the wrong thing? Or are you glib, believing that the world should be whatever you speak?

Deadly Honor. Chanters are revered by their clans—as long as they keep to the exact truth and speak only in accordance with the will of the shaman. If they behave in such a way, they are given lives of ease and places of honor at the clanfire. But those who break faith and are caught twisting minds, hearts, or memories are outcast, and often branded for their misdeeds. Did you leave your clan by choice or by force? Are you scarred for a lie you chanted into truth, physically or emotionally? Do you hide your power, trying to conceal your identity as a chanter until it’s absolutely necessary to reveal it? Or are you a chanter still revered by your clan on an honorable journey for some greater good?

Chanter Traditions. In Planegea, 5th Edition’s Bardic Colleges are called Chanter Traditions. These traditions—such as the Tradition of Lore—are expressions of how a chanter channels their arcane will through an instrument or performance. When practitioners of the same tradition meet, they eagerly exchange knowledge and techniques…and some whisper to each other of the existence of a greater body of chanters, the Worldsingers, who travel under secret identities and work to reshape the world into a better form. Did you learn your chanter tradition from someone, or stumble into it through raw talent? Have you heard of the Worldsingers? Do you welcome a chance to meet other chanters or, knowing their power, do you seek to avoid or silence any others you might encounter?
Planegean Spell List

1ST LEVEL
Time Slip (enchantment)

2ND LEVEL
Mage Skis (transmutation, ritual)
Nightmare Bind (enchantment)
Ridicule (enchantment)
Steal Speed (transmutation)
Weight (transmutation)

3RD LEVEL
Stonebone (transmutation)

4TH LEVEL
Disorient (enchantment)

5TH LEVEL
Possess Steed (transmutation)
Traitor’s Kiss (illusion)
Tilt (transmutation)
Oct 7, 2022 4:04 pm
Druid
If druids merely guarded and nurtured plants, beasts, and soil, they would be a welcome part of any clan. All of Planegea lives in close relationship with nature, and one who can understand and enhance the power of life should be welcome at any clanfire. But this is not so. Druids are hunted, feared, hated, and driven off, utterly outcast and reviled. The reason for this rejection is that druidic power saps the strength of the gods, drawing from the same magical essence of nature that powers the gods themselves. To be a druid is to set oneself up in opposition to the gods, to claim their very magic as your own. For the clans who follow shamans and look to gods for their survival, there can be no greater betrayal or threat than a druid—a god-leech, a parasite of divine life and strength. Because of this, druids live in hiding, building secret groves and sanctuaries on the fringes of domains unclaimed by powerful gods. Here they can practice their rites and tend to the earth in safety… at least until the shamans discover them and send their guardians with fire and blade.

Among the godless orcs, however, things are different. In some orc-led clans, druids are welcomed, and may actually take the place of the shaman, becoming responsible for defending the clan against gods who do them harm.

Divine Power. The gift to draw magic directly from nature is sacred, given mysteriously by nature itself. But it is a great struggle to live in opposition to the gods, who jealously covet every pulse of power that goes through the world. How did you discover your druidic powers? How long were you able to hide them before a god or shaman discovered you?

God-Leeches. There is nothing the clans hate more than a druid. If discovered, they are put to death, brought to the god for judgment, or cast out to die in the wild. Many outcast druids have started their long and lonely lives drawing strength and comfort from the very wilderness that was meant to kill them. How do you see the gods? Are you bitter towards them? Dismissive of them? Or do you see them as misguided peers or elders—greater druids who have forgotten their origins?

Secretive Sanctuaries. Hidden in groves, glades, and caves throughout Planegea, just out of sight of the clanfires and hallows, druid circles thrive and cultivate nature. And there, in hushed places, they nurture a great secret: the ability to hide ideas in nature itself. They have worked out the unimaginable—a way of speaking while one is not present by leaving behind certain signs such as a bent branch or pattern of leaves or circle of stones. They call these signs Druidic, and those who have the gift of nature’s power can interpret these symbols and divine their meaning intuitively. Have you ever encountered a sanctuary or a hidden Druidic symbol? Or do you travel the world, following signs in search of such a place that you might someday be able to call home?
Planegean Spell List

CANTRIPS (0 LEVEL)
Form Weapon (conjuration)
Sense Whispers (divination)

1ST LEVEL
Bite Back (conjuration)

2ND LEVEL
Quillburst (evocation)
Stormscrying (divination, ritual)

3RD LEVEL
Aggravate Wounds (necromancy)
Lava Leap (conjuration)
Smoke Breathing (transmutation, ritual)
Stonebone (transmutation)

4TH LEVEL
Bury (conjuration)

5TH LEVEL
Possess Steed (transmutation)

8TH LEVEL
Bolt of Ush (conjuration)

9TH LEVEL
Spellblinding (illusion)
Oct 7, 2022 4:10 pm
Fighter
The way of a fighter is pure. Planegea understands the fight, the fundamental struggle of strength versus strength to survive. The hunter or warrior, who pits their knowledge of muscle, armor, and weapon against their enemy or quarry, is an essential role. Whether they bend bows or swing swords, whether they hunt animals or enemies of the clan, fighters are central figures in any clan. Happy is the clan with a fighter whose abilities exceeds those of most, with honed senses and greater gifts of strength and speed, who understands weapons and armor better than they understand their own souls. Such fighters live in harm’s way, and are sent out constantly on dangerous hunts, raids, and battles. This is the life of the fighter.

The Way. Gifted with extraordinary strength or grace, fighters are shaped by their ability to challenge the world to single combat and come out on top. Have you honed your physical prowess through years of discipline, or does your body simply do whatever you ask of it? Are you arrogant about your abilities, or has confronting so many life-and-death situations granted you humility and wisdom?

Hunters and Warriors. Most fighters serve the clan as hunters, warriors, or both—those who fight beasts, those who fight mortals, or those who simply fight. If you were raised in a clan, was it warlike or did it avoid battle? Do you seek out violence and see it as giving you reason and purpose, or are you a peaceful soul who fights only when necessary? What reminders of past conflicts do you carry with you, and why?

Weapon Masters. Fighters uniquely understand the value and balance of weapons and armor, and choose their equipment with great care, seeking out more powerful arms where they can be found. There are tales of fighters who have embarked on great hunts or journeys to find legendary weapons or armor, or to hunt and harvest the monsters to fashion such equipment. What legendary weaponry do you dream of wielding, and how far would you go to get it?
Oct 7, 2022 4:12 pm
Guardian (Paladin)
Sometimes, in an act of sober commitment or a moment of desperation, a mortal will make an oath that changes everything. They will swear, witnessed by a god, to uphold an ideal, accomplish a goal, or defend what they value most. And sometimes the force of will—the pure intent of such a mortal—unlocks the favor of the gods and creates an outpouring of divine power. These are the guardians: those who are so strong in their beliefs and commitment that the gods themselves have no choice but to grant them gifts. Guardians act as the leaders of smaller clans and, in larger clans, stand at the right hand of the shaman as their sword and shield. Some guardians feel the call to range far from their clanfire to keep their oaths, and woe to the mortal or monster who stands between a guardian and the object of their will—a will so strong that they wrestled the very gods themselves into opening up their vaults of power.

Sacred Oath. A guardian’s oath defines them. Although they have had some inkling of divine blessing in the days leading up to their oath, the moment they take the oath forever changes their path. The oath is taken at third level. If you’re starting at first level, do you realize you stand on the verge of such a moment? Do you take a rash vow in a moment of passion at first level, that later develops into an oath? Or have you been building up to this commitment your whole life? What is your oath, and why is it worth dying for?

Shaman's Sword. In many clans, guardians are cultivated from a young age, with devout, athletic children being raised as acolytes by the shaman. A great clan might have many guardians who have been focusing on nothing but the day of their oath from infancy. The guardian is usually the keeper of the clan’s magic weapon and acts as the shaman’s bodyguard and, when necessary, the clan’s executioner. Was there a shaman who shaped your life, for good or for ill? Since you took your oath, how has your relationship to clans and shamans changed?

Wild Oaths. Not all guardians make oaths that keep them close to home. There have been guardians who stumbled unwittingly into the hallow of a god and bargained for the power to survive. Some make oaths to hunt down and destroy the enemies of a god, or to defend innocence everywhere. Once committed to their path, a guardian is fueled and driven by what they have sworn, going to any lengths to uphold their word. What lines have you crossed in honor of your oath? What enemies have you made to pursue it? What would it take to get you to break your oath, and lose everything that you have become?
Planegean Spell List

1ST LEVEL
Bite Back (conjuration)

2ND LEVEL
Ridicule (enchantment)
Stormscrying (divination, ritual)

3RD LEVEL
Aggravate Wounds (necromancy)
Lava Leap (conjuration)
Stonebone (transmutation)

4TH LEVEL
Disorient (enchantment)
Oct 7, 2022 4:16 pm
Ranger
Above all, rangers are gifted survivors. These prodigies of the wilderness have mastered the ability to thrive in untamed lands, drawing together magic and might with cunning to not only stay alive, but protect others. What sets apart a ranger is their power to give the gifts of survival to those they choose—be it an animal companion, a band of trusted friends, or an entire clan. A ranger who walks alone does good to no one, selfishly hoarding their life-giving skills. But such loners are rare. Rangers are usually found in the company of others who rely on them. To trust a ranger for survival, however, is to run the risk of angering gods and their followers, since rangers draw their uncanny abilities by skimming off divine magic coveted by deities. Most operate at a low enough level that the gods do not deign to notice them, but the greatest of rangers have been hated and hunted by the gods as much any druid.

Natural Connections. Rangers are inherently gifted with a bond to natural magic. For most, it is an instinctive connection felt since birth, enabling them to thrive where others struggle. Did you always sense the magic in the world, or did a particular event awaken you to it? Is drawing upon that magic as natural as breathing to you, or does it require focus and attention? To what do you attribute your gift—fate, chance, blessing, or something grander?

Divine Thieves. The divine magic used by rangers is the same magic that empowers the gods, though their weaker spellcasting abilities do not incite the divine wrath directed at druids. When rangers cast their spells, the gods see them as skimming from their resources, robbing from the powerful to give to the powerless. Some gods treat rangers with a grudging respect, while others send out their faithful to wipe them out as an annoyance or demand tribute from them. How do you view the gods? Do you revel in stealing their power, or simply see it as an accident of circumstance? Do any gods have a particular grudge against you for your thieving ways?

Guides of the Godless. For those clans without a strong connection to a god—by choice or by accident—a ranger can be a lifesaving force. Orcish clans, which are more likely to scorn the gods, are often led by rangers, as are clans that scrape by in the lonely wildernesses where there isn’t enough worship to sustain deities. Have you ever been in a position of leadership? Are you allied with any godless clans or groups who see you as a protector? Or do you turn away those who seek your aid, focused on a higher calling—or perhaps just yourself?
Planegean Spell List

1ST LEVEL
Bite Back (conjuration)

2ND LEVEL
Mage Skis (transmutation, ritual)
Nightmare Bind (enchantment)

3RD LEVEL
Aggravate Wounds (necromancy)
Lava Leap (conjuration)
Smoke Breathing (transmutation, ritual)
Stonebone (transmutation)

4TH LEVEL
Disorient (enchantment)
Oct 7, 2022 4:19 pm
Scavenger (Rogue)
Not all who hunt do so by force of might. Some keep quiet, staying to the shadows, waiting and watching for their moment to strike and take what they desire. These are the scavengers—the lowest of the low, hated by mortals and monsters alike. A scavenger preys on weak moments, creeping in after the kill to claim their bounty, or ambushing unsuspecting prey with a sneak attack without honor or glory. Every society has scavengers. In large clans, they walk unseen, taking what others work to gather or create and slipping back into the shadows. In the wilderness they watch and wait for the moment when a powerful hunter is fatigued after a kill, slipping in unseen to strike and steal.

Shadowy Survivors. To become a scavenger, one must be desperate or selfish enough to throw off all hope of being accepted at the clanfire, choosing instead a life of scorn and secrets. But scavengers know that the line between a sneak attack and a noble hunt is much thinner than the line between starvation and survival, and once you cross that line, it’s hard to go back. What tipped you over the edge into taking the shadowed way? Do you hide your scavenging nature, trying to pass as a clan member in good standing, or have you forsaken any attempt to conceal your chosen path? If you were caught scavenging, do you bear a brand or scar to mark you for your crime?

The Code. Over the years, there has come to be a kind of argot, passed down from one thief to another… hidden in plain language with certain tricks of speech and implications that only a scavenger would pick up. The Code, called Thieves Cant in other 5E settings, can also be left as markings—certain scratches or arrangements of bones or phrases that indicate a ripe target for ambush or theft, or other similar messages. Since the Code terrifies those who fear the Hounds, scavengers are reviled and seen as endangering all those they come in contact with by their marked messages. In the face of such rejection, those who steal often band together, forming nocturnal raiding parties and shadow clans of their own. These clans may even have shamans in the service of gods who care little for honor—and some even whisper that some scavenger cults revere the Hounds themselves. Who taught you the Code? Do you use it to seek out other scavengers or to avoid them? Or do you avoid using it for fear of alerting the Hounds?

The King's Tithe. The mark for the Tithe is throughout Planegea, hidden in plain sight. Wherever the Tithe appears, it signals a place where a certain portion of scavenged goods is to be left for the Rat King, the high lord of a hidden league of thieves known as Scavengers Vow. Tithe marks are not to be ignored, for the Rat King’s cutthroats come quietly for scavengers who don’t pay homage to the Vow. Have you ever run afoul of the Rat King, or do you aspire to meet him? How closely connected are you with Scavengers Vow, and is that by choice or by force?
Oct 7, 2022 4:26 pm
Shaman (Cleric)
In this time before temples and religious hierarchy, shamans serve as intermediaries between mortals and gods. Shamans are leaders of clans, and hear personally from local deities. They are vital to the clans for their ability to channel divine magic, interpret dreams, and lead ceremonies crucial to clan life. Most shamans have a foremost deity they revere, and it is not uncommon for a clan to be given over to the worship of one god or goddess above others thanks to the influence of their shaman. However, the migratory nature of many clans means that shamans must be fluid in their reverence, able to act as a go-between to the many gods whose lands the clan may traverse.

Canny Reverence. Shamans derive their power from the gods and lead their tribe in acts of worship and ceremony. But the gods are fickle and limited, and the best shamans are those who understand how to work with the gods without losing themselves in awe. Some elder shamans, forced to travel each year and interact with an array of gods, have secret insight into the small-mindedness of divine beings confined to their hallows, and work with the gods as a kind of advisor as much as a servant. What is your relationship to the gods? Do you hold them all in high regard? Or has your proximity to divinity left you jaded to their ways? Do you have a favorite god?

Divine Ambassadors. Shamans are essential to clan life, and are generally the most respected members of any clan. They often work with a chieftain in a partnership—the chieftain takes care of the mortal side of survival; the shaman focuses on the gods and their gifts. Most small clans have one shaman, but larger clans may have a hierarchy of acolytes and lesser shamans led by a high shaman. Of course, there are those who revere the gods as shamans yet choose to walk alone, having found their divine connection in secret or been separated from their clan. How did you discover your divine connection? Are you a clan shaman or a lone wanderer? If you were the shaman of a clan, why have you left them to pursue adventure?

Local Deities. When shamans travel, they sense and can connect with the gods of their new location, paying homage and forging connections. Many shamans prefer to follow certain types of gods, seeking out deities of a similar domain. A shaman must draw their power from a nearby god or divine force, as there are no universal gods supplying power equally throughout the world. Do you pursue a single domain, or do you prefer to revere the most powerful god in a new area? The ways of the gods are strange and sometimes frightening—how far would you go in pursuit of the favor of a new god?

REGIONAL DOMAINS

The power of a god is limited by its location. When adventuring shamans travel outside of their god’s domain there are a few options to explore:
Different God, Same Domain: Regions can have more than one god (although one is usually dominant), so the new region might have a god with similar values and blessings, although pursuing the favor of a lesser god might displease the more powerful one.
Divine Alliance: Gods are able to communicate with each other within a certain distance, and a god who favors a shaman might reach out to a neighboring god and ask that their power be allowed to flow through them into their region.
New God, New Domain: Sometimes there is no alliance or similar god to be forged, and instead the shaman must source their power from a different type of god altogether. In this case, the shaman may change their subclass and divine domain, setting aside all features from their old domain and adopting all features from their new domain at their current level. Work with your DM to decide if this is a good fit for your character and campaign.

Planegean Spell List

CANTRIPS (0 LEVEL)
Form Weapon (conjuration)
Sense Whispers (divination)

2ND LEVEL
Stormscrying (divination, ritual)

3RD LEVEL
Aggravate Wounds (necromancy)
Smoke Breathing (transmutation, ritual)
Stonebone (transmutation)

4TH LEVEL
Bury (conjuration)

6TH LEVEL
Dream of Kho (conjuration, ritual)
Fury of Twr (evocation)
Gaze of Glelh (enchantment, ritual)
Heart of Urhosh (necromancy)
Song of Mala (evocation)
Oct 7, 2022 5:59 pm
Sorcerer
Planegea bristles with primordial magic, and it is not unsual for magic to slip into the blood of mortals. Sorcerers are everywhere in Planegea, by far the most common arcane spellcasters. Untaught, unrestrained, operating by instinct and natural gifts, a sorcerer wields magic in its simplest, most primal, most elemental form. Even a clan of modest size might have one or two sorcerers, and they are woven into the fabric of society without distinction. Sorcerers make excellent members of a hunting or gathering party. Even though their magical abilities tend to sap their physical strength, their talents for bringing down prey or finding bounty from a distance are regarded as highly useful to a clan. To be a sorcerer in Planegea typically means you’re well-liked but not especially respected on the merits of your magical abilities. A sorcerer must earn their reputation not by the mere existence of their magic, but rather how they use it.

Primal Magic. Sorcerers have magic at their fingertips, and can feel the pulse of power that goes through the world. A sorcerer is given no guidance by a god, no ethos from the land—they simply have access to magic and must decide what to do with it. How do you ply your magic? Do you use it to impress and charm, or as armor and weaponry? Does your magic define you, or do you think little about it, finding your role in the world through another aspect of your identity?

Useful Talents. In the life of a clan, sorcerers have no place of particular honor because of their magic. Rather, they are integrated into the work of various work parties such as the hunters, gatherers, crafters, or builders. A person’s talent as a sorcerer might be the third or fourth thing mentioned about them, almost as an aside, unless they are particularly powerful or have earned a reputation through their individual use of magic. Do you make your magic power known as soon as you meet someone, or do you prefer to interact with others as a person first and a sorcerer second? Have you ever wished that others would respect you for your talents more? Have you ever been tempted to do something ill-advised to demonstrate the extent of your abilities?

Unmeasured Potential. Most sorcerers in Planegea have modest power, casting only cantrips, 1st-level, or 2nd-level spells. When a more powerful sorcerer does arise, it is cause for comment and—sometimes—alarm. Without the governance of gods or the discipline of spellskins, an unchecked sorcerer represents a possible threat to anyone they encounter. As your talent expands, how will you use it? Without limitations or mentors, will you pursue selfish ends and reshape the world in your image, or will you find others who will help keep you from losing yourself in your growing power?

OPTIONAL CLASS FEATURE

A variation on sorcerers allows them to act as their own arcane focus, since the magic they wield comes from within themselves. Consult with your DM to determine whether this feature is a good fit for your sorcerer:

INNER FOCUS
1st-level sorcerer feature
When casting spells, you can use a free hand to cast material components as if you were holding an arcane focus. This can be the same hand you use to perform somatic components.

Planegean Spell List

CANTRIPS (0 LEVEL)
Form Weapon (conjuration)

2ND LEVEL
Mage Skis (transmutation, ritual)
Nightmare Bind (enchantment)
Quillburst (evocation)
Ridicule (enchantment)
Steal Speed (transmutation)
Weight (transmutation)

3RD LEVEL
Lava Leap (conjuration)

4TH LEVEL
Bury (conjuration)

5TH LEVEL
Deflect Magic (abjuration)
Tilt (transmutation)
Traitor’s Kiss (illusion)

8TH LEVEL
Bolt of Ush (conjuration)

New Subclass: Dream Sorcery
Just beyond the veil of reality, the magic of dreams shimmer and shift with arcane power. You are touched by this magic and call on the sleeping mind to bring the power of visions and dreams into the waking world. Perhaps dream magic courses through your blood as a
birthright, or maybe you gained these powers through a quirk of fate or fortune.

DREAM SORCERY SPELLS
1st-level Dream Sorcery feature
You learn additional spells when you reach certain levels in this subclass, as shown on the Dream Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell from the sorcerer, warlock, or wizard spell list.

Sorcerer LevelDream Spells
1stheroism, dissonant whispers
3rdenhance ability, calm emotions
5thhypnotic pattern, major image
7thconfusion, polymorph
9thdream, modify memory


FATE OF DREAMS
1st-level Dream Sorcery feature
At 1st level, you see portents of things to come in dreams, safeguarding and empowering you and your allies. Upon completing a long rest, choose a number of friendly creatures you can see equal to your Charisma modifier, and roll on the dreams table to determine your dream regarding their fate.

d8Dreams
1Dream of Success. After making a roll but before the outcome is determined, the target adds your proficiency bonus to one ability check.
2Dream of Accuracy. After making a roll but before the outcome is determined, the target adds your proficiency bonus to one attack roll.
3Dream of Fortitude. After making a roll but before the outcome is determined, the target adds your proficiency bonus to one saving throw.
4Dream of Safety. As a reaction when an attack would hit the target, the target adds your proficiency bonus to their AC until the end of their next turn.
5Dream of Power. The target adds 2 × your proficiency bonus to one damage roll.
6Dream of Speed. The target adds your proficiency bonus to one initiative check.
7Dream of Endurance. As a reaction when the target would take damage, the target reduces the damage by an amount equal to 2 × your proficiency bonus.
8Dream of Vitality. When the target regains health by spending a hit die, they can regain additional hit points equal to 2 × your proficiency bonus for each use of this feature.


The chosen creatures gain the benefits from this feature until you complete a long rest. Each of those creatures can use this feature once during that time.

At 6th level, chosen creatures can use this feature twice, and at 11th level, they can use this feature three times.

FOCUSED FATE
6th-level Dream Sorcery feature
Starting at 6th level, you learn to bend the shape of dreams to affect your fate and the fate of your allies. When you roll for your Fate of Dreams feature, you can roll twice and choose which of the two dreams applies. If you roll the same number on both dice, you can ignore the number and choose any dream on the table.

In addition, once a creature has expended their uses of Fate of Dreams, you can expend a sorcery point to roll on the dream table again, granting them one additional use of the feature with the dream you roll.

DREAMSPEAKER
6th-level Dream Sorcery feature
Whenever you take a long rest, you may communicate with another creature on the same plane as if by the dream spell. You cannot appear as monstrous as part of this effect.

DREAMSTEP
14th-level Dream Sorcery feature
Starting at 14th level, you are able to swiftly step in and out of the dreaming world. Once on each of your turns, you can use up to 30 feet of your movement to teleport the same distance. You must teleport to an unoccupied space you can see.

MANIFEST VISION
18th-level Dream Sorcery feature
Starting at 18th level, your wants and dreams are as reality. You can use your action to cast the simulacrum spell, targeting yourself. Rather than ice or snow, the simulacrum is composed of the essence of your dreams. The simulacrum you create this way lasts for one hour, after which it dissipates. A simulacrum you create this way can take on any appearance you desire, but cannot be more than one size larger than you. The simulacrum does not have any spell slots above 5th level, and can use metamagic freely without expending any sorcery points, due to the whimsical nature of dreams. In addition, it lacks access to this feature.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 10 sorcery points to use it again.
Oct 7, 2022 6:13 pm
Spellskin (Wizard)
In deep caves, thickets, or hide shelters, spellskins mutter and trace the shapes of magic. Creating patterns and designs that echo the mana of the stars and living things, spellskins use natural dyes and clays to paint powerful creatures, real or imagined. Then, once the shape of a creature and its magic is fully understood, the spellskin copies its form onto their own bodies. Powerful spellskins are covered in tattoos, and can call forth the magic they have wrestled into their skin at will. To pursue the way of the spellskin takes an uncommonly brilliant mind, able to hold and remember many incredibly complex concepts at the same time. However, here is great danger in the spellskin way. The paintings created by the practitioners of these arts hew ever closer to writing, putting them always only one small slip away from being pursued by the Hounds of the Blind Heaven. Planegea is littered with empty caves and canyons with unfinished paintings where a spellskin crossed the line and brought the Hounds upon themselves.

Hunted Genius. To be a spellskin is to court disaster with brilliance. Spellskins are often obsessive, unable to pry themselves away with searching deeper into the underlying magic of the world, even if it means their paintings and tattoos grow in complexity and meaning to a dangerous degree. Why do you continue to investigate magic, knowing that with every brush stroke, every tap of the tattoo mallet, you could slip into disfavor with the Hounds? Why don’t you walk away?

Sanctums and Conclaves. Because of the danger inherent in spellskin work, most clans avoid such spellcasters. They are not rejected outright, but it is forbidden by most chieftains and shamans to create the paintings required to work out a spell within sight of the clanfire. For this reason, many spellskins have their own hidden sanctums where they reason out spells in secret. Some, who have found it simpler to leave clan life behind, seek out other spellskins and form enclaves where they share sanctums and knowledge, using magic to provide for their physical needs so that they can remain in one place and continue the work of developing their arcane insights. What was the first place you painted a spell, and what tattoos do you have to call that spell to mind? Are you in good standing with a clan, or have you chosen to leave all that behind in pursuit of your own research or in search of an enclave where you could learn more?

Spellgraves. There are empty, echoing places in the world where great spells were cast in the past—until some spellskin went too far and the Hounds came. Such places, called spellgraves, may be the sanctums of lone casters or entire conclaves. They are regarded by spellskins as great caches of knowledge. There are those who spend their whole lives wandering, seeking spellgraves to expand their knowledge and power. What whispers have you heard of spellgraves? Do you have a clue to the location of a hidden cache of wondrous lore? What would you do to find it?

MANA TATTOOS

Rather than carrying a book, spellskins tattoo the shapes of magic onto their skins. These shapes are not writing—rather, they are a symbolic set of shapes, unique to every spellskin, which defines the shape of magic as the spellskin comprehends it. This tattoo is a kind of shorthand for the larger symbols the spellskin has painted or carved into a wall or flat surface requiring 10-foot-square of space for each spell level. (Thus a 4th level spell requires a 40’ square surface.)

In order to learn a new spell (either their own spell or a spell copied from another spellskin’s wall), a spellskin must see the spell on a space equal to 10-foot square or more per spell level. Thus, high-level spellskins are known for their huge walls covered in intricate paintings or carvings. A spellskin must only create the spell on the wall when first learning it. After they have created their mana tattoo, they can prepare their spells by studying their tattoos, envisioning the wall, repeating incantations made while creating the wall, and so on.

One spellskin who encounters another cannot copy a mana tattoo from their body, as it is a mere shorthand for the spell’s full shape. If a spellskin discovers another’s painting or carving, they may copy one spell from it in a process that takes 2 hours and causes a half level of exhaustion per each level of the spell (rounded up). If the process of copying it is interrupted, the copying fails, and the spellskin must begin again.

Planegean Spell List

1ST LEVEL
Time Slip (enchantment)

2ND LEVEL
Mage Skis (transmutation, ritual)
Quillburst (evocation)
Steal Speed (transmutation)
Weight (transmutation)

4TH LEVEL
Bury (conjuration)
Disorient (enchantment)

5TH LEVEL
Deflect Magic (abjuration)
Possess Steed (transmutation)
Tilt (transmutation)
Traitor’s Kiss (illusion)

9TH LEVEL
Spellblinding (illusion)
Oct 7, 2022 6:27 pm
Warlock
The gods are not the only powerful beings in Planegea. There are many things in shadowy haunts and secret places that resonate with magic and the ability to empower those that they choose. The warlock is the emissary sent by a clan to strike a deal with such a being. Such powers are marked by their otherness—they might be a dreamlike archfey of Nod, a bloody idol from the Cult Riverlands, or a mind-numbing presence from beyond the stars. Unlike the gods and their followers, whose power arises from Planegea, warlocks and their patrons are fueled by abilities that fall outside the natural order. Warlocks enter into bargains with such beings, gaining the favor of the being on behalf of the clan in exchange for strange and particular services.

Sacrificial Pacts. Warlocks are chosen by their clans as sacrificial emissaries, giving up their freedom to secure the good of the clan. How did you come across your patron? Why did your clan decide it was necessary to strike a bargain with it? What are the exact terms of your pact? Are you trying to undermine your patron, or curry its favor?

Chosen Ones. The pacts of a warlock are public ceremonies, known to all the clan and carefully negotiated by the clan leaders. Often, warlocks are groomed from birth as emissaries and ambassadors, taught the ways of diplomacy to serve as the link between a clan and a non-divine power. Shamans and warlocks live in mutual respect, as the intermediaries between the clan and their divine and arcane overlords. Who were you before the pact? Were you groomed to act as an emissary or did you stumble into it? How did your life change when you met your patron? Do you have regrets, or are you eager to go further?

Pactbound. The warlock’s bargains are never a gift without terms and conditions, and patrons are rarely forthcoming or reasonable. By forging a pact with something other than a god, a warlock reaches into something larger than themselves, and possibly hostile to their very existence. What does your patron want you to do? How much do you know of its greater agenda—or even its true nature?

PACT OF THE SCAR

In Planegea, Pact of the Tome becomes Pact of the Scar, with patterned scarring in place of the Book of Shadows. If other scars or wounds hide your pact scars or magic heals them, you can create new scars to replace the old ones in 1 hour. The Book of Ancient Secrets becomes Scars of Ancient Secrets, and is mechanically identical, except that instead of 50 gp worth of rare inks, you require a ceremonial knife with 50 hp of blood spilled on it or worth an equivalent of 50 ps in the Great Valley.

Planegean Spell List

1ST LEVEL
Time Slip (enchantment)

2ND LEVEL
Quillburst (evocation)
Nightmare Bind (enchantment)
Ridicule (enchantment)
Steal Speed (transmutation)
Weight (transmutation)

3RD LEVEL
Aggravate Wounds (necromancy)

4TH LEVEL
Bury (conjuration)

5TH LEVEL
Possess Steed (transmutation)
Traitor’s Kiss (illusion)

New Warlock Patron: The Dark Forest
From the heart of the forest, something dark has called to you. An ancient spirit, which harbors no love for things that breathe, sometimes reaches out with magical roots and tendrils to find mortals who will bargain for power to do its bidding. As one chosen by the dark forest, you are sent where the forest cannot reach, into the places where the spirit cannot go, to do its bidding among those it hates.

Consider how you came to have this pact with the dark forest, and why it chose you. Perhaps you entered the pact willingly, with full knowledge of the forest’s malevolence, or maybe you simply needed magic to survive or to help others. Regardless, you stand at the edge of something incredibly old, vast, and hostile to your kind, which lets you live and grants you certain powers… for now.

EXPANDED SPELL LIST
1st-level Dark Forest feature
The Dark Forest lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell LevelSpells
1stentangle, fog cloud
2ndbarkskin, spike growth
3rdplant growth, speak with plants
4thgrasping vine, hallucinatory terrain
5thawaken, tree stride


MOSS MARK
1st-level Dark Forest feature
At 1st level, when you hit a target with an attack, you can mark the injury with magical moss. This moss mark remains for up to one minute, after which it crumbles harmlessly. As a bonus action while you are within 60 feet of a marked creature, you can cause the moss mark to bloom, forcing the target and any other creatures within 10 feet of it to make a Dexterity saving throw versus your spell save DC. On a failed save, a creature takes 1d6 necrotic damage.

You can leave marks a number of times equal to your proficiency bonus. You regain all uses of this feature upon completing a short or long rest.

RECLAIM
1st-level Dark Forest feature
At 1st level, you can reclaim those you strike down for the forest. When you reduce a medium or larger creature to 0 hit points, or when a creature marked by your moss dies, you can magically claim it. The claimed body is covered in magical moss, vines, tendrils, and shoots. At the end of 1 minute, the body transforms into a tree one size larger than the creature was in life.

When you create a tree in this way, you can choose to bind it. A tree is bound to you as long as the tree remains standing, or until you dismiss the binding. You can have a number of trees bound to you in this way equal to your proficiency bonus. A bound tree is obedient to you and has limited animation, bending branches and leaves at your request, although it is unable to uproot and move about and cannot attack.

You are able to speak telepathically with a bound tree if you are on the same plane of existence. Bound trees have limited sentience and awareness of their surroundings, and are friendly towards you. Additionally, as an action, you can sense through a bound tree as if standing in the plant’s location, choosing one of the following effects until the start of your next turn:
• You can see, hear, and smell in all directions.
• You can sense poison and disease as if casting the detect poison and disease spell.
• You can sense magic as if casting the detect magic spell.

During this time, you are deaf and blind with regard to your own senses, although you remain aware of any pain or damage you suffer.

OAK'S FORTITUDE
6th-level Dark Forest feature
Starting at 6th level, you gain toughness from the magic of mighty trees. Your AC can’t be less than 16 in any form, regardless of what kind of armor you’re wearing. In addition, you have advantage on ability checks and saving throws against being knocked prone, grappled, restrained, or moved against your will.

DARK BRAMBLE
10th-level Dark Forest feature
Starting at 10th level, the blooming of your moss mark becomes even more dangerous. When a creature fails their saving throw against your moss mark, in addition to the normal damage, magical brambles erupt from the mark to ensnare them. The creature’s speed is reduced to 0 until the end of their next turn.

WEALDWOE
14th-level Dark Forest feature
Starting at 14th level, you can call upon the wrath of a spectral forest to destroy your enemies. On your turn, you can use an action to choose a number of points on the ground within 120 feet of you equal to your proficiency bonus. Spectral trees burst from the ground in each of these points, standing up to 60 feet high, with trunks 5 feet in radius, and branches in an additional 15 foot radius. These trees remain for up to one hour, or until you lose concentration, as if concentrating on a spell. If a tree’s trunk appears in any creature’s space, that creature must make a Dexterity saving throw versus your spell save DC. Creatures marked by your moss have disadvantage on this save. On a failure, the creature takes 4d10 bludgeoning damage and is thrown up to 30 feet away from the trunk. On a success, the creature takes half as much damage. Structures and objects in the space where the trees appear take full damage.

The trees’ branches obstruct vision and movement, providing three-quarters cover, and acting as difficult terrain. Movement through the branches costs 4 feet of movement for every 1 foot of travel. You and any creatures you designate when you create these trees are unaffected by this difficult terrain, as the branches disperse as you pass.

If you concentrate on this effect for the full duration, the spectral trees become permanent, although they no longer provide additional cover or impede movement more than mundane trees.

Once you’ve used this feature, you can’t use it again until you’ve finished a long rest.

ELDRITCH INVOCATIONS
At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in other 5E materials.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

DURU'S GIFT
Prerequisite: Dark Forest patron
Your creature type becomes Plant. You no longer need to eat, but instead, must spend at least 1 hour under sunlight each day to photosynthesize.

Once you’ve chosen this Eldritch Invocation, you cannot replace it with another.

ELDRITCH LASH
Prerequisite: Dark Forest patron
You learn the thorn whip cantrip. It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known. When you hit with this cantrip, add your Charisma bonus to the damage it deals on a hit, and you can reduce that creature’s speed by 10 feet until the end of your next turn.

ENTANGLING REBUKE
Prerequisite: Dark Forest patron
When you are damaged by a creature within 60 feet of you that you can see, you can use your reaction to ensnare the creature with magical roots and vines. The target must make a Strength saving throw versus your spell save DC. On a failure, the creature takes bludgeoning damage equal to 3 x your proficiency bonus and is restrained until the end of your next turn. You cannot use this feature again until after a short rest.

FORM OF THE FOREST
Prerequisite: Dark Forest patron
When you cast the polymorph spell, you can transform creatures into plants as well as beasts.

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