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2. Class Selection

Mammoth Lord followings consist of hardy people as a rule. The Realm is harsh and everyone in the following, regardless of expertise, must pitch in for the group to survive. I am inclined to allow just about any class and subclass so long as it makes sense for the campaign. Retheming is a great way to make just about anything fit. Listed below are all classes and subclasses.  
A full list of official classes can be found here: http://dnd5e.wikidot.com/#toc19
  Artificers are rare and the materials they need to ply their craft are even rarer. Still, an armorer or artillerist can work with bone and leather when needed. A notable exception is the alchemist. They would find plants and monster parts in wild abundance.
  • Specializations include: Alchemist, Armorer, Artillerist, Battle Smith
  Barbarians make up a significant number of inhabitants of the Realm. By far the most common type of adventurer. They range wildly in demeanor, from bloodthirsty battle lunatics to spiritual juggernauts powered by the strength of their ancestors.
  • Paths include: Berserker, Totem Warrior, Battlerager, Ancestral Guardian, Storm Herald, Zealot, Beast, Wild Magic
  Bards have a place in the Realm, though not the bar-crawling minstrel found in a cosmopolitan city. The bards of the Broken Tusk serve as orators, skalds, historians, speakers for the dead, and other communal roles.
  • Colleges include: Lore, Valor, Glamour, Swords, Whispers, Eloquence, Creation, Spirits
  Clerics are present, though most often ones that venerate primal or natural deities. Religion is not strict in the Realm and spirits and elemental forces are worshiped more often than personified gods.
  • Domains include: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Death, Arcana, Forge, Grave, Order, Peace, Twilight
  Druids are more common than clerics and often find themselves serving as spiritual leaders, shamans, and guides. The Realm would be downright hospitable to them.
  • Circles include: Land, Moon, Dreams, Shepherd, Spores, Stars, Wildfire
  Fighters are everywhere, but more the battle-hardened, leather-clad warrior kind. A knight in gleaming armor on a majestic steed would find themselves very out of place and very cold.
  • Archetypes include: Champion, Battle Master, Eldritch Knight, Banneret, Arcane Archer, Cavalier, Samurai, Echo Knight, Psi Warrior, Rune Knight
  Monks can easily find homes among the Broken Tusk, so long as their pursuit for personal perfection does not come at a cost to their community.
  • Ways include: Open Hand, Shadow, Four Elements, Long Death, Sun Soul, Drunken Master, Kensei, Mercy, Astral Self
  Paladins are not often seen in the Realm, particularly those that swear oaths to a ruling caste or religious order. The occasional champion of nature or primordial force could be found, however, as well as a forsaken soul seeking redemption in exile.
  • Oaths include: Devotion, Ancients, Vengeance, Oathbreaker, Crown, Conquest, Redemption, Glory, Watchers
  Rangers are perhaps the second most common adventurer type. Their skillset is ideal and highly valued.
  • Archetypes include: Hunter, Beast Master, Gloom Stalker, Horizon Walker, Monster Slayer, Fey Wanderer, Swarmkeeper
  Rogues are also quite common, useful as scouts and negotiators when their following must deal with outsiders. Their knowledge of traps and snares can rival that of the most skilled rangers, as well.
  • Archetypes include: Thief, Assassin, Arcane Trickster, Mastermind, Swashbuckler, Inquisitive, Scout, Phantom, Soulknife
  Sorcerers are mysterious, often regarded as witches or mystics, and venerated or feared accordingly. Their natural charisma pushes them frequently into positions of authority.
  • Bloodlines include: Draconic, Wild Magic, Storm, Divine Soul, Shadow, Aberrant Mind, Clockwork Soul
  Warlocks can be tricky. While their powers are useful (if terrifying and inscrutable) to a clan, they will forever serve another master. Not if, but when their patron’s desires contradict their clan’s, who can say which they will obey?
  • Patrons include: Archfey, Fiend, Great Old One, Undying, Celestial, Hexblade, Fathomless, Genie
  Wizards are nearly non-existent if for no other reason than a lack of paper to make books and scrolls. Structured learning and study is a rare luxury, but it is not unheard of. Broken Tusk wizards can scratch spells into stone or emboss them onto leather, but finding other arcanists with whom to share knowledge will be a challenge.
  • Schools include: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, Bladesinging, War Magic, Cronurgy, Graviturgy, Order of Scribes

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