Player Classes
Each of the D&D classes has unique mechanics and exciting roleplaying possibilities which will govern how you progress in your campaign, making them a key component in your D&D experience. Every choice comes with its own archetypes, playstyles, advantages and disadvantages, and, considering how much time you will be investing in your character, it’s vital to consider all options before you make a firm decision.
Notably, most spellcaster classes have been removed since spellcasting is supposed to be fueled by spirits in this campaign, which is a rather rare phenomenon. Therefore, only a few classes and subclasses built around spellcasting have been brought over, focusing on those around nature or spiritual narratives and removing those too far from the core topics of this campaign's setting.
This is a breakdown of the contemplated classes for this campaign. The Barbarian, Fighter and Rogue classes include subclasses around bending, and all the other classes can make a dip into bending with the Bending Initiate feat at 1st level with the House Rule Extra Feats:
You gain your element's Basic Bending abilities (Fire bending, Air bending, Water bending, Earth bending).
You gain the bending's elemental strike ability.
Choose one 1st-level form from your element's form list. You can initiate the form once, and regain the ability to do so when you inish a short or long rest. Your ki ability is Wisdom (for water bending and air bending) or Charisma (for fire bending and earth bending).
Bending Initiate
You must choose an element: fire, air, water, or earth. From that point on, you are a fire bending, air bending, water bending, or earth bending. You can't choose an element more than once, even if you later get to choose again. You gain the following benefits:
Player Classes
Class | Character Example | Description | Hit Die | Primary Ability | Saves |
---|---|---|---|---|---|
Barbarian Class | A fierce warrior of primitive background who can enter a battle rage | d12 | Strength | Strength & Constitution | |
Bard Class | An inspiring magician whose power echoes the music of creation | d8 | Charisma | Dexterity & Charisma | |
Bender Class | Elemental bender and a master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection | d8 | Charisma (Fire, Earth) or Wisdom (Air, Water) | Strength & Dexterity | |
Druid Class | A sage of the Spirits, wielding the powers of nature and adopting animal forms | d8 | Wisdom | Intelligence & Wisdom | |
Fighter Class | A master of martial combat, skilled with a variety of weapons and armor | d10 | Strength or Dexterity | Strength & Constitution | |
Paladin Class | A spiritual warrior bound to a sacred oath | d10 | Strength & Charisma | Wisdom & Charisma | |
Ranger Class | A warrior who combats threats on the edges of civilization | d10 | Dexterity & Wisdom | Strength & Dexterity | |
Rogue Class | A scoundrel who uses stealth and trickery to overcome obstacles and enemies | d8 | Dexterity | Dexterity & Intelligence | |
Samsari Class | Elemental bender and master of their own spiritual energy | d6 | Charisma (Fire, Earth) or Wisdom (Air, Water) | Wisdom & Charisma |
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