Because Orentia is a slightly different world than most D&D campaigns, its classes have been slightly tweaked to reflect this difference. Generally, Classes in Orentia should be treated exactly the same as in the core rules of D&D with the following modifications. Modified sections of class features are italicized to highlight the changes made from the core rules.
Barbarian
The Berserker subclass feature Frenzy now reads:
Starting when you choose this path at 3rd level, you attack faster and fiercer in the heat and thrill of combat. Your weapon attacks gain a bonus to attack and damage equal to the number of times you have made an attack or been targeted by an attack since the end of your last turn (to a maximum equal to your barbarian level).
Bard
Bards have additional proficiency in any tool of their choice, any weapon of their choice, any skill of their choice, and any two languages of their choice. To compensate, bards know one fewer spell and have one fewer first level Spell Slot.
Cleric
Clerics, like nearly everyone else on Orentia, are polytheistic and by no means worship their chosen god exclusively. Clerics rather are people who favor a particular god among those they worship, acting as their servant and holding them above other gods in order to advance that god's goals and ideals. A worshipper becomes a Cleric when their favored god chooses to recognise their devotion by granting them divine magic to aid the cleric in their worship and duties.
Clerics therefore should expect to favor and be favored by their chosen god and its worshippers as well as to be in the line of fire for their god's conflicts with other gods or mortals. Clerics may also be expected to perform religious duties specific to their chosen god such as blessings, marriages, and concecrations during their downtime, and may be expected to do so for little or no pay. Clerics that regularly shirk their duties or fail to cooperate with the goals of their god may fall out of favor with their god and lose some of their powers.
Clerics are also proficient with their god’s favored weapon. In addition, the cleric starting equipment options now reads:
You start with the following equipment, in addition to the equipment granted by your background:
- a mace or (b) a warhammer (if proficient) AND (a) a light crossbow and 20 bolts or (b) any simple weapon OR the cleric diety’s favored weapon of masterwork quality.
- scale mail, (b) leather armor, or (c) chain mail (if proficient)
- a priest’s pack or (b) an explorer’s pack
- A shield and a holy symbol
Druid
The Wild Shape feature now reads:
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
Doing so costs a spell slot of the appropriate level as shown on the Beast Shapes table.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Beast Shapes Table
Druid Level | Spell slot Cost | Max CR | Limitations | Example |
2nd |
1st |
1/4 |
No flying or swimming speed. |
Wolf, boar |
4th |
1st |
1/2 |
No flying speed. |
Crocodile, Black bear |
8th |
2nd |
1 |
|
Giant Eagle, Giant Octopus |
12th |
2nd |
2 |
|
Rhinocerous, Hunter Shark |
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down).
You then revert to your normal form unless you expend another spell slot. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed.
However, if you revert as a result of dropping to 0 hit points, you are knocked prone after reverting. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Fighter
The following fighting styles
BOTH FOR FIGHTER AS WELL AS ALL OTHER CLASSES OR FEATURES THAT WOULD USE THEM now read:
Blind Fighting:
You have blindsight with a range of 20 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die
until the number rolled is greater than 1. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception:
This fighting style has been removed.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll
and become the target of the attack instead. Reduce any damage you would take by your fighter level (to a minimum of 0 damage). You must be wielding a shield.
Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
In addition, the second attack is made as part of your action and does not use a bonus action.
Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d6 + STR bludgeoning damage to one creature grappled by you.
Monk
Monks have 1 less maximum Ki Point (minimum of 1), and regain one Ki Point whenever they take a short rest.
Paladin
The Divine Sense feature now detects any being from another plane. This causes it to apply to celestials, fiends, fey, and major undead creatures possessing a returned or stolen soul.
The Divine Smite feature now reads:
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
The damage increases by 1d8 if the target is an extraplanar creature like a celestial, fiend, fey or major undead possessing a returned or stolen soul, or if the target is of opposing alignment to the paladin (on either the good-evil or law-chaos axes), to a maximum of 6d8.
Ranger
The beginning of the Natural Explorer feature now reads:
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Choose one type of favored terrain: arctic, coast (abovewater region directly adjacent to the sea and shallow underwater regions), depths (deep underwater regions), desert, forest, rainforest, grassland, mountain, swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
Rogue
Theives’ Cant also grants advantage on any check made to either decipher or create codes, symbols, or hidden messages.
Sorcerer
It is mandatory that a sorcerer takes a physical manifestation of their bloodline as a part of character creation (no normies!). The physical changes brought on by a sorcerer’s bloodline are often as feared and mistrusted as a tiefling’s horns however and will cause most NPCs to treat them differently. Sorcerers who wish to be treated normally, especially in polite society, must take pains to conceal or disguise these features.
Warlock
A warlock enters into a specific contract with their patron when they first take levels of warlock. This contract should include specific conditions placed upon the warlock. If a warlock should break any of these conditions, they should expect some form of punishment from their patron. While the specific form of this punishment is left up to the DM's discretion, it is reccomended that the warlock should become unable to restore spell slots during a short rest until they make amends with their patron.
Wizard
Each time a wizard gains a level, they add one wizard spell of their choice to their spellbook for free (instead of two). To compensate, Wizards can now receive Revelations. A Revelation represents the effort and study of the wizard, and is the penultimate moment of plucking knowledge from the fabric of the universe. A Revalation may occur as the result of studying magical texts, learning the True Name of a creature, place, or thing, coaxing arcane secrets from a magical beast or artifact, or any other impressive moment in the story that reflects the wizard’s intellect, prowess, or hard work and study. When a revelation occurs, the wizard may learn and add to their spellbook a group of one or more spells that are thematically relevant to their Revelation as specified by the DM. Spells learned via Revelation are always known and can always be prepared, even if the spellbook they are written in is lost or destroyed.
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