Player Choices in Lavera | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Player Choices

  For specific information about different eras, see bottom  

Stat Points

Standard Stat Point Array: 15, 14, 13, 12, 10, 8    

Playable Races

    Widespread in Lavera is the Human race.   In the west Elf live. The northern elfs are wood elfs and the southern are high elfs.   The Half-Elven people live on The Tounge and are preety common as long as till Deri.   There are a few number of small Firbolg clans within the The Deep Forest.   To the east Halflings live in peace.   In the south-eastern part Gnomes and Dwarfs live.   The Sulit live in the mountains. In the northern mountain range the Sapphire Sulit live and in the brow to the east Topaz Sulit live. In rare occasions dulits are born as [dragonborn].   Sulit   In the northern mountains there is a Hobgoblin nation.   In the north-western islands Orcs and Half-Orcs live.   Kobolds. (Ask DM first.)   Genasi. (Ask DM first.)   Goblins live everywhere. (Ask DM first.)   Goliath   Goriath  

Recomended Classes

Any class from the official sources may be played. What follows are recomendations and notes for classes in Lavera   Barbarian: Common among humans and other races living at The Teeth, The Sting and in the The Halfling Lands. It is also common among dwarfes.   Bard: This is a perfect class choice for any race from anywhere in Lavera.   Cleric: Among humans and those living in human lands The Saviour is a God of Light, Life and Protection. He is seen as the one true God. In the Lands of Academia, the four elemental forces is also a common thing to worsip. The exact nature of this belief varies from 1 god of chaos, 4 prime elementals to human like lords and ladies with elemental control. The Dwarfs and Gnomes has their own pantheons but some of them also worship the Saviour. Halflings generally don't believe in Gods, or at least don't worship them but in the western parts of their land the faith of the Saviour is present. Apart from that some villages pray to forces of nature or lady luck. Elfs:   Druid: The magic of shape changing does not exist in Lavera in the form you might expect. Druids in Lavera may shapeshift but the animal forms they take are made out of the elemental they have an affinity for. These druids are most common among people living out in the wild and schoolars learning about the transmutations of the 4 elements.   Fighter: Fighters are common among most races in Lavera. The armor clad knight of Brend, the Elven archers, the Dwarfen hammer-wielders.   Monk: Not many train in the monastic arts in Lavera. Monks of the four elements often are warriors with an affinity for magic but who wields the magic essence through their body instead of their mind. Other purely martial monks are most common among the Sulites, and the northern elves.   Paladin: Where clerics exist, paladins exist. The gods they follow is the same as those for clerics but their is also paladins in Lavera who has sworn an oath to an ideal instead of a God. These ideals may be the bringing of their affinite element, the protection of their people upkeeping of the Promise of Peace.   Ranger:   Rogue:   Sorcerer:   Warlock: Their is an assortment of patrons to choose from as a warlock. Elemental spirits with promises of elemental powers, fey beings in The Deep Forest, Celestial powers in service of the Saviour, memories of long forgotten revengefull psuedo-deities. Deep in the ocean old beasts live that many sailors think may bring either fortune or death.   Wizard: Most common among the academics of the Academy of Magic but exist in all intelectual societies. In the Academy mostly huamns studies but otehr races travels there to. Gnomes and southern elves are also very schoolared but stuides in their own cities. Dwarfen runesmths generally has some wizarding skills.   Ranger: knows the land and the creatures, knows how to survive *Northern human in mountains (monster slayers and hunters) *Southern folks on islands (beast master, hunter) *Orcs in their lands (beast master, hunter) *Some city guards are beast masters *Gloom stalkers exist in some organisations     Sorcerer: Some people are born with magic as a part of them.
• Draconic Bloodline, some Sulites
• Divine Soul, some Humans. These are seen as holy people by the faith of the Saviour
• Sea (UA)
• Stone (UA)
• Storm
• Wild Magic, Wild Sorcerers are born from time to time in all races. They are the personification of the chaotic side of magic.    

Magic

Fire. Water. Earth. Air. In Lavera the four elements form the basis of almost all magic. Apart from the four base elements spellcasters may utilize a number of other types of arcane energy. Those are the element of nature, the element of the weave and the element of life.  
*There is no transmutation magic in Lavera that is not based on one of the four base elements. Therefor there are no normal druids in Lavera. The few ones that exists can only transform into elementals.
*Due to the element of life only being praticed by clerics and othervise being very rare undead are more or less non-existent. What do exist is dead beings revived with elemental magic as fire zombies, water wraiths, earth skeletons and air mummys. The difference from normal undead is that the energy powerign the undead is not necromantic but elemental.
*Each spellcaster is proficient with one of the 4 elements. Ruleswise that means each spellcaster gains feats exclusive to their element when they level up. Spells for each element are listed under Four Elements I: Air, Four Elements II: Water, Four Elements III: Fire and Four Elements IV: Earth.   (taken from Magic in Lavera: The Four Elements)    

Feats

All players gain certain feats as they level up. The first one is gained at level 1. Unless the players make some special multi-classing choices the second feat is gained at level 7 and the third at level 13.   Magic Users:
- Air Mage
- Earth Mage
- Fire Mage
- Water Mage   Non-magic users:
- Warrior
- Guardian   NEW: Bruiser - Damage reductiopn while on high HP, other bonuses for having high HP/helping staying at high HP    

Additional Information


- Music & Instruments
- Joinable Factions + Faiths
- Weapons & Armour
- Familiars, Pets & Mounts  

Era Specific Information

Reign of Goblins (1900 BP - 1250 BP)

Goblins were a religious people during these times, worshiping the earth as teh skies. Wells, both natural and made, was seen as shrines were the divine dwelled.   Their was a number of deities worshiped but 2 deities most often worshipped, and sometimes seen as the same one, were Sha'el-Omaga and Ishraktar. Sha'el was depticted as a wise spirit within wells, giving both knowledge and the power of life. It is said that this boon to goblins was what started of the Reign of goblins. Ishraktar were called the Bone Lord. By humans he was seen as the devil. Few had seen him but it was known that he walked as a human like knight clad in bone armor, forever searching for something. The Church of Emra and Topaz Sulit fought him together from centuries. Him taking goblins as allies in the fight, and in return gave them power, made him their deity.  

Custom Subclasses and Races

  Monk - Claywielder: Water / Earth - tank   Monk - Striker: Fire / Air - High damage mobility   Fighter - Arcana Hunter - sucks out enemy spells slots for power   Rogue - Engager - Tank / Aggro taker - advantage on opportunity attacks   Fighter - Windborn - Tank - suction wind that drags enemies closer and makes it harder to run away (past)   Barbarian - Primal Lord   Rogue - Evader - Tank - concentration ability, all allies takes half damage  

Inspiration & help

 

Beginners Tips


Extensive Guide for D&D
Crappy Guide to D&D
5 Tips for Beginners  

Additional Tips


More About Backgrounds  

Become a DM


How to start DMing
How to DM #1    

Remove these ads. Join the Worldbuilders Guild

Articles under Player Choices


Comments

Please Login in order to comment!