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.
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.