BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Character Classes and Seeds

How do the various classes in 5e fit into the Mitian reality? The following article will explore a few idea seeds that players can use to better understand how their characters classes and specialties fit into the world, as well as establish what classes are allowed. I encourage you to have a subclass in mind for yourself, though the game will start at level 1. There will be a period of interlude where you will go on an individual "montage" adventure post-prologue where your character evolves into their subclass at level 3. Please note that I am not allowing multiclassing in this campaign. You will get an opportunity to select an additional feat at level 1 when selecting your background.   What follows is an exhaustive list of each class' impact on Mitia, allowed specialties, and a series of character seeds. I will only be providing one seed per supplement book listed, as there are far too many specialties throughout the various books for me to include hooks for every one. Please note that any omissions are purposeful, often due to issues of balance, redundancy, or, in the case of the Bard College of Pantomime, sheer disgust.   Remember too that nobody in Mitia will ever address you by your class. The 5e classes are here to represent a variety of professions, philosophies, and abilities that reflect the players' and NPCs focuses. Two followers of the Radiant Church might have very similar views and even the same rank or designation, but their approach to their faith may define them separately as a Cleric and Paladin. Likewise, you are free to define yourself within the world.   I have provided two sources for class info:   My personal player content book drive
5e Tools (has been a little bit sussy with data sale, so make sure your settings are ok if you use it. Also, note that classes from TXEE and XLNE will not be there as it provides official info only)   If you have any trouble locating a listed class, I will provide resources for you.   Supplement Acronyms
Player's Handbook (PHB)
Fizban's Treasury of Dragons (FTOD)
Xanathar's Guide to Everything (XGE)
Xanathar's Lost Notes on Everything Else (XLNE)
Tasha's Cauldron of Everything (TCE)
Tasha's Crucible of Everything Else (TXEE)
Critical Role (CR)

Artificers

Magic is a wild and unstable thing in Mitia, and those that look to subdue it often share both characteristics. Artificers in Aurelia are both prized and reviled, depending on who you ask. Where one's success may bring prosperity to a village, another might have burnt down a city block with a failed experiment. Regardless, Artificers in Aurelia are plentiful, as many fled to the new world to escape restrictions imposed by the Empire's stranglehold on the Henos supercontinent.   Allowed Specialties
Alchemist (TCE)
Armorer (TCE)
Artillerist (TCE)
Battle Smith (TCE)
Effigist (TXEE)   Artificer Specialty Hooks
  • Arcane Cannoneer (Artillerist)[TCE]: Mitia has no shortage of sea monsters, though those brave enough to hunt them are few. Stygian lancing vessels make a rather robust trade of killing great creatures of the deeps, and commonly hire artificers who specialize in arcane firepower to help in developing new methods of dispatching sea-beasts. Likewise, the Landings are always looking for gunners to help improve the potency of their artillery.
  • Profane Sculptor (Effigist)[TXEE]: Magic in Mitia is harnessed by willing it into representative, ordered constructs. Many things can be infused with magic via art forms, and the effigist's chosen form is sculpting. Recently, a form of orcish sculpting, houdanza, has gained popularity among occultists. With the power to form a representative figurine of their target, an effigist can use a magic binding between these idols and their victims to force them to do their bidding.

Barbarians

Many tribal groups live in the wilds West and North of the Landings, but that doesn't mean players have to be natives of Aurelia. The Vanyal Empire's reach was vast before its downfall, and people of all sorts travelled from their homes in Henos and other parts of the world to Aurelia, where there was a mounting resistance to imperial rule. The world is an even wilder place than before, and wilder folk come with it.   Allowed Paths
The Abomination (TXEE)
The Alchemical Brute (TXEE)
The Ancestral Guardian (XGE)
The Beast (TCE)
The Berserker (PHB)
The Courageous Heart (XLNE)
Infiltration (TXEE)
The Red Reaver (XLNE)
Sacred Kin (XLNE)
The Storm Herald (XGE)
The Totem Warrior (PHB)
Wild Magic (TCE)
The Zealot (XGE)   Barbarian Path Hooks
  • More Beast Than Man (The Totem Warrior)[PHB]: Many monsters in Mitia have become mutated horrors due to the corrupting influence of raw magic in their environment. Likewise, tribals who take on totems of their kills absorb some of that magic and become like their past quarry. Perhaps it is merely contributionalism as the souls of that which has been slain influences the killer, or perhaps it is unbridled mutation. In either case, these barbarians aren't complaining.
  • They Walk With Us Still (The Ancestral Guardian)[XGE]: The Titan's Path is a human form of ancestor worship that establishes a giant hero as the spirit of their ancient clan. Ancestral Guardian barbarians may have a host of giant spirits that surround them, influencing their decisions and aiding them in glorious battle.
  • Garian's Chosen (The Red Reaver)[XLNE]: The war criminal and self-proclaimed "true emperor," Garian iet Vanyal, wanders the north of Aurelia with a horde of Red Reavers, blood-crazed barbarians of all stripes bound to him in their insanity. Perhaps you found the path of the Red Reaver from another who abandoned Garian, or perhaps you deserted him but have turned his teachings towards more productive ends. Maybe you serve him still, and hide your abilities from your fellows as best you can during your bloodfury.
  • Embrace the Crazy (Wild Magic)[TCE]: Magic is an unbridled, chaotic thing in Mitia. Wild Magic barbarians are often exposed to Raw magic, but through brute force of will (or sheer, blind stupidity), survive to become walking engines of arcane chaos.
  • Chattelkin Refugee (Infiltration)[TXEE]: The Vampire Hordes of Yohm-Kai keep tribes of chattelkin, mute humanoids made only to breed in captivity. Some tribes escape over the mountains and have made their way into Aurelian society. As an Infiltration barbarian, your silent hatred of vampires and other creatures that lurk in the polar darkness of Yohm-Kai has turned into a quiet fury that aids you in slipping unseen across the battlefield to wreak havoc.

Bards

In the world of Mitia, magic can be controlled by harnessing the elemental energy of the Raw by a number of methods. Scientific study, faith, and sheer force of will all effect the Raw, but Bards use their respective arts to order the Raw to their whim.   Allowed Colleges
Creation (TCE)
Discord (XLNE)
Eloquence (TCE)
Glamour (XGE)
Lore (PHB)
Mourning (XLNE)
Swords (XGE)
Valor (PHB)
Whispers (XGE)
  Bard College Hooks
  • Chanter of the Choral Legion (Valor)[PHB]: The dwarves, even before their arrival in the Mitian Reality, had mastered the art of tonal magic. This tradition carried over into their martial prowess, and the Choral Legion is their oldest and most venerated military organization. Comprised of musically inclined dwarves and gnomes, these hévulk march to war with pipers, drummers, and chanters at their fore, weaving subtle enchantments over their cohort. Many musicians from the legion leave to go on adventuring, singing their songs for the benefit of their fellows.
  • Fantastically Fashionable (Glamour)[XGE]: The people of Araash in South Aurelia are artful tailors with a powerful grasp of color combination and weaving for both form and function. Their garb is bright, brash, and quite often infused with a touch of magic. An Araashi elf might try to literally hypnotize his audience with a gallant flash of his shimmering cape, or click his heels mightily, releasing a thunderous blast of sound.
  • Shepherds of the Dead (Mourning)[XLNE]: The Lost Moon is widely known to have some kind of connection to chaotic necromantic energies. Various death traditions employ the use of a bard skilled in guiding the dead to their place of rest via song.
  • Accompanist of the First Song (Creation)[TCE]: The Company of the First Song is a theological order of musicians that believe that all reality was ordered into being by the singing of the First Song. Who the Singer is is a mystery to them, but many Accompanists are passionate musical artistes capable of making all of the Singer's creation stand up and dance.

Clerics

Mitia's magic is subject to control by a variety of emotions: passion, will, and belief. Whatever it takes to tap into the reservoir of energy in one's soul, shape it, and command it. Clerics utilize the lattermost, using their faith in gods and philosophies to shape the Raw. There are an extraordinary number of domains, as believers in the same concept can execute their belief in radically different ways.   Allowed Domains
Entropy (XLNE)
Forge (XGE)
Grave (XGE)
Inquisition (TXEE)
Knowledge (PHB)
Life (PHB)
Light (PHB)
Nature (PHB)
Order (TCE)
Peace (TCE)
Survival (XLNE)
Tempest (PHB)
Trade (TXEE)
Trickery (PHB)
Twilight (TCE)
War (PHB)   Cleric Domain Hooks
  • The Church of the Radiant (Light)[PHB]: Priests and clerics of the Radiant Church comprise the vast majority of faith-casters in Mitia, and they serve a vast range of functions throughout Mitian society.
  • Footsteps of the Forgemasters (Forge)[XGE]: The ancient giants, especially the fire giants, were master smiths, and modern followers of the Titan's Path may feel called towards producing great works in their ancestor's names, emulating their deeds and honoring their memories.
  • Lost Shaman (Survival)[XLNE]: Orc tribes across the face of Mitia worship an entity named Üldekh, a female spirit representing perseverance in the face of adversity. Some believe Üldekh was a real person and wise matriarch whose fame somehow radiated across Mitia during the Deep Dark. The more metaphysically minded believe that Üldekh is part of the gestalt orcish consciousness bred into them during their trials after the Sun Slaying, and is actually a manifest part of their mentality. In either case, Üldekh is revered interchangeably as both god and philosophy, and many an orc shaman falls under her (or its) domain.
  • The Night's Vigilant (Twilight)[TCE]: The Radiant Church trains an order of militant clerics dedicated to watching over pockets of civilization while they weather the dangerous Mitian night. These members of the Night's Vigilant are typically employed as attaches to guard captains, nightwatch patrol leaders, and occult consultants.
  • Adventure Capitalist (Trade)[TXEE]: Commerce is a defining aspect of civilization, and establishing new lines of trade, searching for new resources, and protecting existing commercial lanes is a critical part of the Aurelian existence. While there is no deity governing the domain of trade, the organization known as the Aurelian Commerce Collective ardently espouses the idea that economy is a defining trait of civilization that should be grown and protected. The ACC's deputies can usually be found guarding caravans and convoys or assisting various enterprises.

Druids

Mitian druids are similar to clerics in that they are faith-based casters. However, they devote themselves not to ideals, deities, or philosophies, but to reality itself. While clerics are focused on the metaphysical, druids are focused on tangible cycles, manifestations of order within nature, and creatures untainted by the Raw.   Allowed Circles
The Bough (TXEE)
The Dragonfriend (TXEE)
Dreams (XGE)
The Land (PHB)
The Moon (PHB)
The Shepherd (XGE)
Seasons (XLNE)
The Spiritlords (XLNE)
Spores (TCE)
Stars (TCE)
Wildfire (TCE)
  Druid Circle Hooks
  • Lunar Resentment (The Moon)[PHB]: The Lost Moon is regarded poorly by many Mitians. The moon's invisible presence is a nightly reminder of the Sun Slaying, the greatest disruption to the Natural Order in history. Some druids take the forms of powerful beasts and elementals as champions of the Natural Order. They busy themselves by bringing ruin on the vast hosts of chaos abounding in Mitia in defiance of Lost Lunos.
  • Beastmaster (The Shepherd)[XGE]: Husbandry is critical to the existence of the Aurelian colonies, and this has caused an influx of druids specializing in the taming, breeding, and capture of various beasts. Many a free halfling has turned to the wilds to bring home herds of new and wondrous creatures for the benefit of their tribe, and orc herd-tenders can often be found saving their flock from terrible monsters.
  • Bound to the Elements (The Spiritlords)[XLNE]: Many druids believe that the Mitian Reality is fundamentally comprised of six elements: fire, water, air, earth, light, and dark. Druids dedicated to this aspect of the Natural Order act as conduits for elemental spirits of all sorts, channeling their energies into acts of growth and destruction (when necessary).
  • The Heavens' Many (Stars)[TCE]: Recently the Reformed Radiant Church conducted a number of evangelical missions into native populations. Many of the tribal converts came to revere the stars as cosmic battlegrounds similar to their own reality. While there has always been star-worshipers throughout various Mitian cultures, none are so organized as the Order of the Heavens' Many, who believe that a very real celestial war can be seen across the night sky as the Dark tries to swallow a thousand realities.
  • Rooted in Reality (The Bough)[TXEE]: Plants are no less immune to warped Raw energy than beasts, and druid circles devoted to flora are common, especially among the elf tribes in Northern Aurelia, who rely on the health of their forests for many aspects of their civilization.

Fighters

Warriors, soldiers, pirates, tribal guardians, and many other professions in Mitia fall under the broad fighter class, and many martial occupations are home here.   Allowed Archetypes
Arcane Archer (XGE)
Battlemaster (PHB)
Bodyguard (TXEE)
Cavalier (XGE)
Champion
Eldritch Knight (PHB)
Gunslinger (CR)
Psi Warrior (TCE)
Rune Knight (TCE)
Samurai (XGE)
Scrapper (TXEE)
  Fighter Archetype Hooks
  • Retired Janissary (Battlemaster)[PHB]: The Vanyal Empire's Janissary Corps is an ancient and venerable military order...that essentially has employed slaves for its entire existence. Needless to say, Aurelia is rife with former janissaries looking to make a life for themselves with the only skills they were ever taught.
  • Republican Roughrider (Cavalier)[XGE]: During the Liberty War, Vanyal cavalry was exceptionally effective against rebel forces. Their response was to turn to the great beasts of Aurelia, taming them and training them to counter the Vanyal invader. The roughriders are still a core part of the Republican Military, but many retired ones have turned to the frontier to fight new foes astride their trusty steeds.
  • Emergent Psion (Psi Knight)[TCE]: As with the many wars preceding it, the Liberty War resulted in a degree of dangerous technological and arcane escalation, with new organizations emerging supporting the development of novel and strange weapons and practices. Among these was the Omedan Order, a mysterious organization of telepathic and telekinetic warriors with the power to bend reality with the power of their minds. After helping to secure a Republican victory, the Omedans dissolved before they could be scrutinized by the public, but tall tales of lone psions standing against Imperial forces persist to this day.
  • Dirty Fightin' Freebooter (Scrapper)[TXEE]: The state of Aurelia after the Imperial Collapse has forced many new adventurers to take up any implement they can in their travels, and many have developed a crude, albeit effective prowess with their chosen armament. Former sailors, lancers, and privateers are best known for this fighting "style."

Monks

Aurelia is a welcoming place for explorers of esoteric lore and adherents of unusual philosophies. Indeed, there has been a surge of philosophical orders since the demise of the oppressive Vanyal Empire, and many of them have formed in colonies all over Aurelia, occupying ancient temples of the Elder Peoples and grand pavilions in the Landings. Life is hard on the frontier of the world, however, and so many of these wandering scholars have adapted their own methods of self-defense alongside their more mundane studies. These practitioners, while often capable of astounding, magical feats, are not strictly considered to be magic wielders. While many spellcasters require an arcane focus to legally cast their spells, many monastic traditions focus on channeling Raw energies through themselves by way of meditation, force of will, and clarity of self.   Allowed Ways
The Ascendant Dragon (FTOD)
The Astral Self (TCE)
The Drunken Master (XGE)
The Four Elements Revised (TXEE)
The Kensei (XGE)
Mercy (TCE)
Mundanity (TXEE)
The Open Hand (PHB)
The Shadow (PHB)
The Sun Soul (XGE)
  Monk Way Hooks
  • Dragon Acolyte (The Ascendant Dragon)[UA]: The nature of dragons largely remains a mystery throughout Mitia. They suffered greatly during the Deep Dark, and were forced to pay dearly to restore the sun. Now, true dragons are few, though many feral dragons still roam the world. They are bitter creatures, obsessed with restoring their former glory at any cost. There are those, however, who would seek to either aid in these obsessive missions, or intervene in them for the good of the dragon and victims involved. Many draconic cults have acolytes who have studied the mystical martial art, rastamba, and now act as the militant wings of their respective orders.
  • Imperial Assassin (The Shadow)[PHB]: Beneath its benign veneer, it was an open secret that the Vanyal Empire had a vast number of secret organizations under its command. Among these were orders of assassins trained to infiltrate and kill with little more than the power of their own hands. The long-lived Vanyal have become masters of this art, called sisgodol, but many functionaries under the Empire's control were taught the basics of the form as a part of their duties.
  • The Radiant Way (The Sun Soul)[XGE]: The Church of the Radiant has a number of monks to act as guards and retainers. These guardians channel the power of the sun itself through their mortal form as a part of their martial art. Many missionaries of the Church are trained in this art in order to provide them with a method of defense that can be utilized non-lethally against mortals, and lethally against abominations and the undead.
  • TCE's are both weird.
  • Fist of the Ordinators (Mundanity)[TXEE]: The Arcane Ordinators of Bigby's Landing have a number of specialists to police the use of magic throughout the Republic. Among them are dangerous mage hunters capable of nullifying magic using little more than their own lifeforce and an arsenal of specialized, disruptive techniques. While their focus is upon policing magical activity, ordinators are ultimately the city's guard, and are just as capable at dealing with mundane matters as magical ones.

Paladins

Mitia magical nature fosters a number of belief systems, but none manifest their belief so potently as paladins do. A paladin need not be tied to a god, for their power comes from channeling the Raw via the sheer, passionate adherence to their cause.   Allowed Oaths
The Ancients (PHB)
Conquest (XGE)
Devotion (PHB)
Enlightenment (TXEE)
Glory (TCE)
Predation (XLNE)
Redemption (XGE)
The Open Sea (CR)
The Watchers (TCE)
Vengeance (PHB)
  Paladin Oath Hooks
  • Vengeance of the Elders (Vengeance)[PHB]: The Elder Peoples fought each other for control of Mitia in eons past, and some zealous ancestors still hunt one another in modernity. Whether an elf, human, or dragonborn, many hunters wander the wilds in search of opposing cults or dark gatherings of their chosen foes.
  • Penitent Wanderer (Redemption)[XGE]: Many refugees in Aurelia were forced to terrible thing in the name of the Empire they once served. Apologists now roam the land aiding those they can in penance for their wrongdoing under their former oppressors.
  • Imperial Knight (Predation)[XLNE]: The greatest knights and warriors of the Empire wield the righteous power of might itself. Unsubtle and unyielding, there were once many knightly orders before the collapse. Some say that they fight in Henos against the Vampiric Hordes still, and a number of ships have returned to Aurelia from across the sea protected by a cadre of Imperial knights seeking direction in the new world.
  • Hunter of the Silver Lodge (The Watchers)[TCE]: The Silver Lodge has operated behind the scenes of civilization for far longer than anyone knows. Poised to strike against aberrant and demonic threats, they are a shadowy group that is not widely trusted by other less secretive organizations. Their hunters have earned a poor reputation for their lack of scruples in the achievement of the Lodge's goals.
  • Free Corsair (The Open Sea)[CR]: The sea has played a part of many societies throughout Mitia, but none so strong as those on Aurelia's East Coast. Many lancers who opposed the invading Empire during the Liberty War found themselves channeling unusual abilities in defense of their freedoms, and have gone on to wield these powers in their wider adventures.

Rangers

Aurelia would not be what it is today were it not for wanderers and wardens of wild places. Even barren Henos has its traditions still, but Aurelia offers far more prospects to those inclined toward the exploration and protection of its wilds.   Note: All ranger players benefit from the revised rules in Tasha's Cauldron of Everything.   Allowed Ranger Archetypes
Beast Master (Revised, TCoE)
Burghal Explorer (XLNE)
Drakewarden (FToD)
Fey Wanderer (TCoE)
Gloom Stalker (XGtE)
Horizon Walker (XGtE)
Hunter (PHB)
Monster Slayer (XGtE)
Swarmkeeper (TCoE)
Wasteland Wanderer (XLNE)   Ranger Archetype Hooks
  • Big Game Hunter (Hunter)[PHB]:
  • Warden of the Deep (Gloomstalker)[XGtE]:
  • Aegium Sentinel (Fey Wanderer)[TCoE]:
  • Vanyal Vigilante (Burghal Explorer)[XLNE]:

Rogues

Rogue Archetypes
Arcane Trickster (PHB)
Assassin (PHB)
Divine Herald (XLNE)
Inquisitive (XGTE)
Mastermind (XGTE)
Phantom (TCOE)
Scout (XGTE)
Soulknife (TCOE)
Swashbuckler (XGTE)
Thief (PHB)
  Rogue Archetype Hooks
  • Arcane Urchin (Arcane Trickster)[PHB]: The Vanyal do not take kindly to uncontrolled magic users, but that doesn't stop an inordinate amount of urchins, rogues, and scoundrels from dabbling into the arcane.
  • Agent of the Church (Divine Herald)[XLNE]: It is only natural that the Radiant Church would soak up some of the Vanyal's proclivity for espionage. They have a significant count of agents operating toward innumerable ends, and many have been trained at secret monasteries throughout Henos and Aurelia under the original and reformed church.
  • For the Gold of the Gulls (Swashbuckler)[XGTE]: The Gulls are one of the oldest criminal organizations in the world, and certainly the most widespread. Their agents are everywhere, searching for any scrap of information, any nefarious method by which they might turn a profit, be it blackmail, espionage, protection, piracy, and more.
  • Secret Psychic (Soulknife)[TCOE]: During the Liberty War, certain individuals throughout Mitia began manifesting latent psionic abilities. While many were scooped by both sides, cases of individuals with emergent powers are on the rise.

Sorcerers

Ah, sorcerers. Where others must learn to quell and focus the roiling raw inside them, sorcerers are born with magical talent to do so, and with greater flexibility. Lucky them. It also means that they are some of the least trusted and heavily regulated casters.   Allowed Sorcerous Origins
Aberrant Mind (TCOE)
Clockwork Soul (TCOE)
Divine Soul (XGTE)
Draconic Bloodline (PHB)
Fey Magic (XLNE)
Shadow Magic (XGTE)
Spellslinger (TXEE)
Storm Sorcery (XGTE)
Wild Magic Remastered (TXEE)   Sorcerous Origin Hooks  

Warlocks

Sorcerers and Warlocks in Mitia are somewhat similar, with one primary difference: while both are powerful magical conduits, sorcerers are born as such, but warlocks are made. Whether as part of a devilish pact, a symbiotic agreement, or a parasitic possession, warlock's magic is not their own. They are the living foci for more powerful beings, and sometimes must answer to these creatures' whims.   Allowed Warlock Patrons
The Archfey
The Chaos
The Celestial
The Creeping Vine
The Fathomless
The Fiend
The Genie
The Great Old One
The Hexblade
The Inevitable
The Undying

Wizards

The casting of magic in Mitia is typically codified as the process of finding something within oneself that is stronger than the chaos. Wizards have proved for ages that there is still an undercurrent of order amidst the chaos, and it is this order and system of rules and laws that they use their brilliant minds to access.   Allowed Wizard Schools
All Base Schools in PHB
Bladesinging (TCE)
Mage Hunter (XLNE)
Numerology (TXEE)
Scribes (TCE)
War Magic (XGTE)
  Wizard School Hooks

Comments

Please Login in order to comment!