Barbarian
On the furthest reaches of the Known World where civilisation ends is where you will find fierce warriors in a struggle for survival. From the isolated Atraughin Plateau to the savage Hinterlands at war with Thyatis to the berserkers that are ever present in the Northern Reaches, barbarians can be found waging war with foul creatures and the elements. The type of barbarians are heavily regionally influenced. Berserkers are almost never found outside the Northern Reaches, other lands like Atruaghin and Ethengar lean more towards Totem Warriors. However with the spread of civilisation the lifestyles of the barbarians are being challenged. As nations like Vestland and Ylaruam look to modernise their lands, the lawless tribes and savage warriors are being pushed further and further away.
Subclass Options (Standard):
- Ancestral Guardian (XGE)
- Battlerager (SCAG)
- Berserker (PHB)
- Juggernaut (TCS)
- Storm Herald (XGE)
- Totem Warrior (PHB)
- Zealot (XGE)
Bard
There is not a nation in the Known World where bards are not welcomed with open arms. Even the magic hating Ylaruam and Rockhome appreciate the tales and recitals of travelling bards. For many areas bards are the only reliable source for news or entertainment; when a wandering minstrel arrives it becomes almost like a holiday. Bardic colleges are rarely a physical location, often new techniques are learned by word of mouth. However, the nation of Ierendi fully embraces the works of the bards and dedicates an actual college to teaching both the Colleges of Lore and Valour.
Subclass Options (Standard):
- Eloquence (MOT)
- Glamour (XGE)
- Lore (PHB)
- Swords (XGE)
- Valour (PHB)
- Whispers (XGE)
Cleric
In Mystara, there are no actual gods, but rather mortals who have transcended after a great quest to join the ranks of the Immortals. Each Immortal can grant spells, but are restricted from directly interacting with mortals by their fellow Immortals. Clerics can either choose to represent a single Immortal or instead worship a religious organisation which includes a pantheon of Immortals. Pantheon worship is extremely common in most nations of the Known World. Either way, the clerics represent one of the five Spheres: Energy, Entropy, Matter, Thought or Time.
Several Immortals however have worshippers loyal to only them. Hin Masters follow the High Heroes of the Five Shires and are granted protective abilities in return. Kagyar rewards his dwarven clerics with unprecedented resistance to magic. Rafiel's Shadow Elf Shaman have greater control over life and death in return for service to him. The Atraughin Shamani worship their pantheon and tribal animal spirits and are known for their powerful rituals.
Subclass Options (Standard):
- Arcana (SCAG)
- Death (DMG)
- Forge (XGE)
- Grave (XGE)
- Knowledge (PHB)
- Life (PHB)
- Light (PHB)
- Nature (PHB)
- Order (GGR)
- Tempest (PHB)
- Trickery (PHB)
- War (PHB)
Subclass Options (Homebrew):
The Sphere of Energy is extremely dynamic. Energy seeks to create more energy and activity, and as such is closely tied to the element of fire and the Chaotic alignment. Energy consumes Matter, slows Time and stimulates Thought. It is opposed to Matter's attempt to control it, Thought's attempts to define it and Time's attempts to outlast it.
- Entropy (Mystara) - DM's approval needed
Entropy is the end of everything. Not associated with any element, Entropy is more closely aligned with death and evil. Its sole purpose is the destruction of the other four spheres. It is the sphere of rot and decay. Entropy seeks to destroy Matter, stagnate Time, dissipate Energy and stop Thought.
The Sphere of Matter is stable and durable. Matter is the building block of all things. Matter is constantly trying to create new forms. Matter is tied to the element of Earth and the Lawful alignment. Matter resists Time's attempt to change it, to channel Energy into a useful form and provides order to Thought.
The Sphere of Thought is manipulative and logical. Thought is the essence of the Immortals, it serves to categorise all of existence. Thought represents realisation, philosophy and understanding. Thought is tied to the element of Air but not any specific alignment. Thought opposes the excesses of Energy, attempts to manipulate Time and create form in Matter.
The Sphere of Time promotes change and progress. Time is constant, always flowing and ebbing forward. Time represents change and rebirth, teaching the future with lessons of the past. Time is tied to the element of Water and the Neutral alignment. Time opposes Matter's resistance to change, lessens Energy over time, and teaches Thought the lessons of history.
Note: all cleric domains ultimately belong to one of the five Spheres of Power.
- Hin Master (Mystara) - restriction: cleric must be a Hin from the Five Shires
The keepers of the Five Shires, the Masters follow the hin pantheon of Immortals to defend the Shires from all enemies.
- Kagyar (Mystara) - restriction: cleric must be a Dwarf
Clerics of Kagyar trade a cleric's normal abilites against the undead for peerless resistance to magic.
- Shadow Elf Shaman (Mystara) - restriction: cleric must be a Shadow Elf
The chosen of Rafiel, Shaman are keepers of the soul stones, the sacred artifacts of the Shadow Elves.
- Shamani (Mystara) - restriction: cleric must be a native Atruaghin. Shamani cannot use Channel Divinity or domain abilities while wearing metal armour and cannot harm animals that are sacred to their tribe.
The holy men of the Atruaghin Clans, the Shamani lead their people into rituals, provide for the sick and tend to animals.
More information will follow with reference to the Immortals and pantheons and their respective domains. Some Immortals/pantheons offer spells only known to them, but may restrict spells of directly opposite domains.
Druid
Druids in the Known World follow Immortals known for their affiliation with nature. They are found in every nation, all trying to preserve the natural order. They are most common in the elven nation of Alfheim, but even in the underground nation of Rockhome or the atheistic Glantri has pockets of Druids.
The Circles are not organised in groups but rather nature worshippers with a shared philosophy. Many druids in the same area will be part of different circles but will work together to protect the wilderness. Even the most desolate and remote areas have their own protectors. Dervishes can be found in the Ylaruam deserts, manifesting the fury of the desert's sand, wind and heat. The Spirit Shaman of Ethengar spend their lives in constant contact with the spirit world, gaining power over many otherworldly creatures.
Subclass Options (Standard):
- Dreams (XGE)
- Land (PHB)
- Moon (PHB)
- Shepherd (XGE)
- Spores (GGR)
Subclass Options (Mystara):
- Dervish (Homebrew) - restriction: native of Ylaruam only
The Circle of the Dervish are the hermit guardians of the wilds of Ylaruam. They embrace the harshness of the desert, conjuring the elements of the desert, the shifting sand, deadly heat and sudden whirlwinds.
- Spirit Shaman (Homebrew) - restriction: native of Ethengar only
Considered terrifying examples of the foreign nature of the Ethengar, their shaman serve as their holy men. While their shape changing abilities are limited compared to other druids, their mastery over animals and creatures not of the prime material plane are unrivaled.
Fighter
From the grey haired veterans of the Northern Reaches to the cold and tactical centurions of Thyatis, fighters are a constant no matter where you go. Somewhere, something needs stabbing, and there are always people ready to oblige.
Work is never far for a fighting type, as violence is a constant in many nations. In nations like Thyatis and the Northern Reaches the warrior is held up as an ideal. In Karameikos, the untamed wilderness holds monsters galore. The trading nations of Darokin and Minrothad always need guards, and all nations bordering the Broken Lands need every sword arm they can get. Alfheim created the Eldritch Knight; even today the archetype is extremely rare outside of elves.
In many nations different fighting archetypes have emerged because of regional need or cultural traditions. The Braves of Atraughin are masters of guerilla warfare, striking from ambush to fade into the wilderness. Ethengar Horse Warriors personify their nation's love of cavalry with their mounted expertise. The Gallowglass of Glantri stifle under the wizards' rule. Privateers found on Minrothad and Ierendi are ready at a moment's notice for ship-to-ship action. The Toa Makai are Ierendi's feared native warriors, their war songs striking fear in the hears of their enemies.
Subclass Options (Standard):
- Arcane Archer (XGE)
- Banneret (SCAG)
- Battle Master (PHB)
- Cavalier (XGE)
- Champion (PHB)
- Eldritch Knight (PHB)
- Samurai (XGE)
Subclass Options (Homebrew):
- Brave (Mystara) - restriction: must be Atruaghin
You were born in the lands of the mighty Atruaghin, to one of the great tribes. You follow the way of the Bear, Elf, Horse, Turtle or Tiger. You strike from the shadows, unleashing your attacks then fading back into the darkness.
- Gallowglass (Mystara) - restriction: must be from the Klantyre principality of Glantri or a Follower of the Claymore
Born in a land that is ruled by wizards, the gallowglass are the rebels that seek to free their lands from Magocracy. Wielding their gigantic claymore swords, gallowglass charge headlong into danger, for they know they must quickly slay their foes or die in a storm of spellfire.
- Horse Warrior (Mystara) - restriction: character must be Ethengar or Atruaghin and have profiency with the Animal Handling skill
The feared warriors of the Ethengar steppes, Horse Warriors are unparalleled in their mastery of mounted combat.
While Minrothad is well known for it's merchants, they do issue Letters of Marque to bring in extra revenues. Commanding these raiders are the feared Privateers. Excelling at naval combat more than mere sailors, you are romanticised for your daring feats.
- Toa Makai (Mystara) - restriction: must be Makai
A heavily tattooed warrior of the Makai of Ierendi. The Toa are not mindless beserkers fuelled by rage, their prowess comes from ritual and training. Found most commonly among the marines of Ierendi ships, the Toa are terrifying foes in melee.
Monk
More commonly known as Mystics in Mystara, monks are an extremely rare sight. Mystics are known to just a few areas; most of the cultures of the Known World have no idea they even exist. Most consider the idea of an unarmed warrior suicidal, until they see one in action.
The monastic traditions in Mystara are largely regional. The mystics that espouse the Way of the Four Elements are found almost exclusively in Glantri at their compound in the village of Lhamsa. There the monks learn to incorporate elemental magic into their attacks. The Way of the Shadow has a sinister reputation as it is mostly known for being employed by the assassins of the Master of Hule. The Way of the Open Hand is the most well known, as its practitioners come from the island of Ochalea. The Thyatian domain's habit of stifling nonconformists causes numerous monks to travel the world.
Subclass Options (Standard):
- Drunken Master (XGE)
- Four Elements (PHB)
- Kensei (XGE)
- Long Death (SCAG)
- Open Hand (PHB)
- Shadow (PHB)
- Sun Soul (XGE)
Paladin
The Known World is a dangerous place, where bandits and monsters wait in the wilds, and even in the cities cults and conspiracies lurk. It is no surprise that many are drawn to the role of the paladin. All types of paladins can be found, from those that follow the Oath of the Ancients in Alfheim to hin paladins following the Oath of Devotion.
Two paladin orders are regionally exclusive however. The Order of the Griffon are the militant wing of the Church of Karameikos, and though of Thyatian origin, they are beloved by the population as being fair minded and devoted to the land and its people. The Heldannic Knights however are less altruistic. Devoted warriors of the Immortal Vanya, these knights exist only for war. It is their sworn duty to wage war on Vanya's foes, and she accepts nothing less than complete victory from her followers.
Subclass Options (Standard):
- Ancients (PHB)
- Conquest (XGE)
- Crown (SCAG)
- Devotion (PHB)
- Glory (MOT)
- Redemption (XGE)
- Vengeance (PHB)
- Oathbreaker (DMG)
Subclass Options (Homebrew):
- Order of the Griffin (Mystara) - restriction: character follow the Church of Karameikos
The knightly order of the Church of Karameikos, the Order of the Griffon is sworn to protect the people and land of Karameikos against all enemies. They are a self sacrificing order, using their powers granted by the Immortals to put themselves between danger and their charge.
- Heldannic Knight (Mystara) - restriction: must be human of Heldannic descent and worship Vanya
The sworn religious order of the Immortal Vanya, the Heldannic Knights are known for their prowess at arms and their extreme militancy. The Knights are at constant war, whether with the humanoids that plague the northern lands, the Ethengar nomads or even their fellow northerners, it is the will of Vanya her knights seek out conflict.
Ranger
With so much of the world unmapped and unchartered, rangers are always needed no matter where they are. Whether exploring lost ruins in Karameikos, mapping tunnels for the shadow elves, or serving as Thyatian scouts in the Hinterlands, there is always someone willing to pay for a ranger's service.
Thyatis personifies the need for rangers through their Foresters. Comprised entirely of Vyalia elves and their human proteges, they are known for their incredible speed and stealth inside the forests of Thyatis. Where there are people willing to pay for the capture of others, Bounty Hunters will always have a job waiting for them.
Subclass Options (Standard):
- Beast Master (PHB)
- Gloom Stalker (XGE)
- Horizon Walker (XGE)
- Hunter (PHB)
- Monster Slayer (XGE)
Subclass Options (Homebrew):
Not all rangers hunt inhuman monsters, some seek out the monsters of the sentient variety.
- Forester (Mystara) - restriction: Vyalian elves or Thyatian humans only, must have forest as their Natural explorer terrain
Protectors of the Vyalia Forest, Foresters are a secretive group of protectors within Thyatis. Charged with keeping the Empire's savage enemies at bay from across the borders of Karameikos, Foresters strike from ambush from the treetops.
Rogue
Where there are people there is wealth, and where there is wealth there are rogues. Found everywhere possible, there is not a single nation that does not have a legion of cutpurses, spies and burgulars in its borders.
Most thieves belong to a guild, but very few guilds cross city borders, much less national ones. Some nations like Ethengar and Ierendi press thieves into service when caught, while others like Glantri take almost a sadistic pleasure in punishing them in horrific ways.
Not all rogues are common criminals though; in the courts of Thyatis and Alphatia, Rakes are a common sight. Instead of gold or jewelry, they use their social position to try and steal minds or hearts. Troubleshooters focus their efforts on ancient ruins and lost tombs, keeping an eye out for traps. Some are simple graverobbers, while others are seasoned dungeon delvers.
Subclass Options (Standard):
- Arcane Trickster (PHB)
- Assassin (PHB)
- Inquisitive (XGE)
- Mastermind (XGE)
- Scout (XGE)
- Swashbuckler (XGE)
- Thief (PHB)
Subclass Options (Homebrew):
A common sight in the courts of Alphatia and Thyatis, you rely on your cunning and charm to succeed. You tend to make your way through your wits and charm, though you quickly learn the finer arts of courtly combat.
A mysterious figure belonging to the Scarlet Order, and the ultimate enemy of arcane spellcasters. Although being gifted with the same magical powers, the principal aim of every spellslayer is wiping out those who use arcane spells, in order to prevent them from bringing havoc to the world and of using the magical arts for shameful ends.
You have spent all your training learning the inner workings of traps and hazards common in dungeons and ruins. You can disarm the most complex mechanisms with your eyes closed while thinking of how you are going to spend your share of the loot.
Sorcerer
Sorcerer's (in the 5E sense) are extremely rare in Mystara as sorcerous magic is not native to this world. The term
sorcerer stems from Alphatia as while they lived on Old Alphatia, 99% of Alphatians exhibited innate magic gifts (i.e. sorcerous powers) derived from their close contact with the very essence of magic (their home plane was tied to the Sphere of Energy). However, from the moment they transferred to Mystara, the number of natural spellcasters fell drastically and the Alphatians had to reinvent their magic traditions to adhere to the new laws of magic. It was that moment that began the wizards' ascension over sorcerers, although both terms are now used interchangeably. The pure-blood Alphatians, the nobility of the people, are obsessed with keeping their lineage pure, hoping to ensure that their children are gifted in the ways of magic.
Subclass Options (Standard):
- Wild Magic (PHB) - DM's approval needed
Subclass Options (Homebrew):
- Elemental Blood (Mystara) - DM's approval needed
A type of mage who specialises in the understanding and use of magic linked to a specific element, drawing on the elemental forces to increase their own power. The doctrine of elementalism was born millennia ago on the Alphatians' original planet.
Warlock
Despite a plethora of Immortals influencing the Known World, there are always those that seek power outside the normal channels. Fortunately for them, there are otherworldly sources of arcane power waiting for them to make a deal.
Warlocks are extremely rare in Mystara. The Immortals do not share power willingly, and outside challenges are quickly dealt with. Only the most powerful outsiders can offer a warlock power without fear of reprisal. The beings that can offer pacts are few and far between. In order to get around the will of the Immortals, the patrons must be Immortals themselves, or powerful enough to defy them.
Subclass Options (Standard):
- Archfey (PHB) - DM's approval needed
- Celestial (XGE) - DM's approval needed
- Fiend (PHB) - DM's approval needed
- Genie Lord (UA) - DM's approval needed
- Great Old One (PHB) - DM's approval needed
- Hexblade (XGE) - DM's approval needed
Wizard
Those who practice magic hold an enormous amount of power in many parts of the world. The Empire of Alphatia is ruled by wizards, as are the Principalities of Glantri. Every nation has some sort of wizard's guild except the wizard-hating Ylaruam and the magic-less dwarves of Rockhome. Whether they serve as rulers or advisers, the influence of wizards can be found everywhere.
Not all wizards are the studious type most expect. In Alfheim, the Treekeepers mix druidic lore with ancient magics to keep the Canolbarth forest healthy and well. The Merchant Princes of Minrothad and Darokin have sold their services for coin. Enigmatic Elementalists devote their lives to the study of the elements. There are also rumours that Glantri's princes have learned new forms of magic in the Secret Arts, secrets they keep only for themselves.
Subclass Options (Standard):
- Abjuration (PHB)
- Bladesinger (SCAG)
- Conjuration (PHB)
- Divination (PHB)
- Enchantment (PHB)
- Evocation (PHB)
- Illusion (PHB)
- Necromancy (PHB)
- Transmutation (PHB)
- War Magic (XGE)
Subclass Options (Homebrew):
A type of mage who specialises in the understanding and use of magic linked to a specific element, drawing on the elemental forces to increase their own power. The doctrine of elementalism was born millennia ago on the Alphatians' original planet.
- Merchant Prince (Mystara)
Darokin and Minrothad live by their economic strength and have to protect their trade routes by any means. Both nations have employed a group of wizards - the Merchant Princes - to ensure economic superiority. While the wizards aren't as focused on a school of magic as their counterparts, in exchange they have greater access to spells and specialised training in magic items.
- Treekeeper (Mystara) - restriction: must be an elf or native of Alfheim or other elven forest
Sacred wizards of the Canolbarth forest, Treekeepers are responsible for maintaining the magic of the great forest. Though their powers are arcane, not divine, the elves are often mistaken for druids. Their harmony with nature is so great, they can change the very climate around them.
Note: more information will follow on new spell options for wizards.
Arcane traditions (as opposed to specialisations i.e. subclass options) are a product of the cultural and historic environment from which the spells derive. In practice, the traditions gather all the spells considered common or commonly known to the spellcasters in a certain region or ethnic group, or those that are usually taught in the academies of magic in a specific nation. For each tradition there thus exists a specific list of spells from 1st to 9th level which are considered "common" by its members.
Secret arts are as they are named; arcane arts known and taught by only a very select number of individuals. For arcane practitioners skilled and lucky enough to be initiated into these circles, these are considered a "prestige class", where experience is tracked separately to the characters main experience.
Other Options
Homebrew is welcomed, so any new classes or subclasses are welcome provided they fit into the setting logically, thematically and are not
broken. Hence DM approval is needed.
More information on the homebrew subclasses will follow - any specific thoughts please ask any questions!
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