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Fantasy Adventurers Guild is now recruiting — Sign ups closed

Nornslayer

sugar is my wife and morg is the other mistress
— ADVENTURERS GUILD!
dnd inspired fantasy thread.
01. introduction.

Do you like adventure? Do you love a good fight? Do you live for the thrill of helping people? Well Adventurers Guild is the place for you! Sign up today and become a hero!

PLOT
Dnd inspired thread set in a fantasy universe. The land is called Mysteria and is wide and vast, however the thread will keep mostly to the five main cities and the wilds, although you are welcome to come up with your own small town. Just dm me the details or @ me and I will add it to the world. There are both human and non-human races as well as monsters. Humans are the majority and there is a lot of hate and prejudice against the non-human races and of course fear and hate towards monsters. Many shops and places will even deny non-human races access, and there are many crimes committed against them such as assaults and even murder.There are 5 main guilds in this universe; Adventurers Guild, Merchants Guild, Assassin's Guild, Mages Guild, and Thieves Guild. The thread will focus on the Adventurers Guild and the growing rebellion of the minority races. Characters will do quests and jobs associated with the Adventurers Guild and explore the main five cities and the wilds, all the way the hate against non-humans will play a role in their interactions and the thread.

MAIN CITIES
Levern - main trading center, home of the merchant guild, an organization that employs merchants and deals with selling and trading.
Kalito - smaller city, known as the capital for shadier dealings. home to the thieves guild and assassin guild. notorious for their brothels and illegal underground market
Hassenburg - poorer city, slum district. neighbor to Kalito, and has the largest amount of homeless people, orphans and the unsavory type.
Saloria - adventurer capital, hosts the adventurers guild and a lot of former adventurer's retire here. they have the most weapon/blacksmith shops as well.
Nottingham - higher end, know as the city of the rich. has mostly nobles living there and higher class/wealthier people. fancy restaurants and expensive stores
The wilds - Not a city, but instead is the outer lands around the main cities that hosts many wandering tribes and dangers outside the wall.

ABOUT THE GUILD
Adventurers Guild is an organization that employs adventurers. They are located in Saloria, and have a large amount of adventurers and a sizable staff. Specifically Adventurers Guild offers quests, handles requests from civilians to be posted as quests, and assigns and manages ranks for current adventurers. After an adventurer completes a quest, the guild awards the associated sum of money. The guild also has the authority to deny an adventurer from attempting a quest if the latter is deemed unfit to complete the task.(edited)

GUILD STAFF
Borealis Lectvern - owner of the guild, an retired adventurer. one of the very few to every reach Platinum rank. stern and takes no shit. 6'8 and a wall of muscle, around 45 yrs old. brown hair and slight scarring on his face. Lacita Stars - Works the desk, she's the one to talk to if you want sign up for a quest or to become an adventurer. a bit of a flirt and always loves to share or receive gossip. light blonde hair wavy hair pulled back in a ponytail. stands at 5'6, around 24 yrs old.
Mika Brewn - Interviewer, conducts spoken test to help assign ranks. Strict and no nonsense, she always goes straight to the point. 5'9 and has dark black hair in a tight bun. about 32 yrs old.
Laka Stars - Lacita's younger brother, bartender. serves drinks at the tavern area inside the guild. very friendly and energetic. short spiked blonde hair, about 6 ft. he's 22 yrs old.
Xavien Swordfall - Goliath. The only non-human staff member, was Borealis' partner when they were adventurers. Retired Platinum, and manages the armory within the guild as well as the fighting arena. Always down to spar and teach you a few things. On the older side for a goliath, about 42 years old. stands at 8'2 and covered in scars and other markings.
Babbu Oldern - librarian and lorekeeper, runs the small library inside the guild. holds a deep well of knowledge, having been an adventurer for almost 80 years. despite his old age, he is still in great shape and has a razor sharp mind. was a former wizard who when spells wouldn't work resorted to punching them to death. knows a lot about monsters, the wilds, and spells. also seems to have information about things most others wouldnt, information both good and bad. around 5'10 with a shave head and a ponytail sticking out. a little kooky, gives cryptic advice sometimes.


02. rules.
RULE 01. Goldie. Goldie. and I co-own this thread, If we ask you to change something or ask you to stop something please listen to us!
RULE 02. no more than 3 characters per person!
RULE 03. there are only 4 non human character spots open at the moment, first come first serve
RULE 04. non human character spots, class reserves, and rank reserves will have a 4 day claim limit, if the time is up and the form is not finished your spot will be freed
RULE 05. plotting will be done on discord, and once you make a reserve I will send the invite to discord. it helps with character creation as well as we have help channels for fc help, name help, concept help, and general questions.
RULE 06. if you have a non-human character you must make an additional human character
RULE 07. please don’t make op characters and make sure you stick to the rank guidelines
RULE 08. all fcs must be art! No anime gifs/or real people, we also ask that you use fantasy geared fcs and not someone wearing modern clothes or a modern type character
RULE 09. if you have an issue with a fellow member of the thread please message me or gold and we will discuss and help resolve it
RULE 10. remember that romance isn’t everything and please don’t be upset if your character doesn’t get a s/o, with that goes please don’t pressure someone into have a romantic relationship with one of your characters
RULE 11. try to plot with everyone, and not just one or two people. However if someone is complaining about not getting plots but doesn't bring the same energy when it comes to plots, message us. We completely understand how frustrating plotting with those kind of individuals can be and we will handle it!


03. races, classes, and ranks.

───── ❝ RACES ❞ ─────​



ELVEN: 1/1
Elves are enchantingly beautiful people. They seem to exist outside the mortal realm with graceful movements and features akin to those upon the most beautiful paintings. Their skin comes in all human shade, surpassing them even with the whitest whites and darkest darks as well as sometimes having cool hues. Color variation in their hair is similar, which really only grows upon their heads. Rarely do they grow more than a light scruff, otherwise their body is bare. Eye color can vary more drastically as well as their height, which can go from well below 5’ to above 6’, and they are typically thinner than humans. They tend to live long lives, on average living to be between 700-800 years old, reaching maturity at about the same age as humans do, but declaring themselves as adults at about 100 years old. Elves are in tune with nature, finding peace in secluded villages, hunting and cultivating land to provide for their communities. They value the good things in life like music, art, and nature. Due to their long life spans their perspectives are broadened and tend to be more aloof about things other races find a bigger deal. Elves are normally diplomatic and calm, preferring peace over violence. If the need arises, and diplomacy doesn’t work, Elves can be determined and relentless, skilled in their practice of choice. The decision to become an adventurer is usually out of wanderlust and curiosity, the average pace of human society bores them, so they seek adventure and constant mental and physical challenges.
positive attributes ;; keen senses, enhanced speed, magic affinity, intelligence
negative attributes;; low to average strength, poor empathy, loyalty [tend to see the bigger picture], personal relationships


GOLIATH: 1/1
Goliaths are some of the most secluded people, living at high mountain peaks and thriving in the frigid temperatures and desolate lands that most races would refuse to even attempt to endure for but a day. This race is extremely self-reliant and believe in the strength of the one. No matter the gender, age, of physical disabilities of a Goliath, the individual is expected to pull their own weight. Leaders are replaced if they are no longer the fittest for their roles and any Goliath no long able to contribute to the society is expelled. For most, they would rather die in battle at their prime than reach old age, as they value action and prowess. Goliaths are brave and keep score of their accomplishments to compare them to others. Many Goliaths that face physical disability often work themselves to death to prove themselves useful, meaning that it is very rare to encounter a Goliath that reaches old age. Most people cannot claim to have ever seen a Goliath at all as they tend to avoid the confusing regime of man. Goliaths are tall and muscular, usually between 7’ and 8’ tall and weighing between 280 and 340 pounds, with gray, cool colored skin that reflects their cold, stone home. Dark markings cover their body, making them stand out from any similar beings. When it comes to lifespan, Goliaths can live about as long as humans can, but tend to die younger due to their rough lifestyle. Ultimately Goliaths are prideful and determined to prove their worth; you would not want to compete with a member of this race.
positive attributes;; physical strength, naturally athletic, bravery, durability
negative attributes;; prideful, difficulty accepting help, easily overheat, blunt


HUMAN: 11/14
Humans tend to have the most variation when it comes to appearance and personality, due to the many subcultures within the larger culture of man. Mankind tend to be between 5’ and 6’5” tall and rarely live beyond their 90’s. Their skin tones vary, with pale cream, deep bronze, and between and beyond, there is almost no limitation to the diversity of their reflections. Their hair varies just as much or more so than their skin, with shades of sunny blonde and midnight blacks as well as reds and orange reminiscent of campfire flames. Eyes of forest green or timber brown seem to see beyond their lifetime and into those of the distant kin. Human cities are built to withstand centuries, reflecting mans desire to create a lasting legacy. Humans are opportunistic and seize any chance they get to achieve greatness, living their lives to the fullest. They can be ambitious and dedicated but also lazy and complicit. It is hard to pinpoint a humans morals and values and impossible to determine their strengths due to the large variety in human sub-species. A part of man struggles to now discriminate among the other races and larger human societies clearly declare themselves superior. That said, human cities tend to have the widest range of races residing within city walls (when compared to the rather secluded villages of other races).
positive attributes;; unpredictable, various points of proficiency (able to easily fit into almost any class), adaptable, opportunistic, persistant
negative attributes;; arrogant, naive (often to the reality of the lives of other races), materialistic (money and other symbols of status have more value to humans than other races), durability (or rather, lack thereof)


HALF-ORC: 1/1
Half-orcs are usually born during alliances between humans and orcs. On average, most half-orcs embody many orcish features and lives up to around 120. With skin in shades of gray and green and stocky, muscular builds it is easy to see that half of their heritage. They tend to be between 5’ and 7’ tall and weigh 180 to 250 pounds. Their skin is usually littered with scars, many of which are a source of pride among Half-orcs and their Orc kin, though a select few are signs of slavery and exile. When living among humans, many half-orcs chose to hide their scars, depending on how they choose to gain the trust of man. Half-orcs tend to live in Orc tribes and when not living among orcs usually find residence in human city slums. Half-orcs had a hard time fitting in among humans due to how strongly they feel things. While anger bubble beneath their skin, so does sorrow within the soul. Their laughter booms loudly and bodily pleasures, such as drinking, wrestling, and dancing, bring them great joy. Half-orcs are not immune to the call toward anger and violence, called upon by the creator of orcs, the god, Gruumsh, but can more easily resist its temptation.
positive attributes;; relentless endurance, darkvision [ability to see more clearly in the dark than others], battle prowess [fueled by anger], determination
negative attributes;; impulsive, difficulty controlling their emotions, hotheaded, intimidating [makes it harder for them to gain people’s trust]


DRAGONBORN: 1/1
Dragonborn are essentially large humans with features akin to the creature that influenced their names. Horns, wings, and scales come in all shapes and sizes, though the most common hues are reds and oranges. They tend to be a bit larger than humans, on average about 6’-7’ tall. They are a proud race, knowledgeable of their mighty ancestors, and with lifespans of nearly 800 years many are more closely related to said ancestors than you may think. Most dragons live in familial clans, sharing a common, distant ancestor and keeping their blood clean. Color of the scales can often be the best inclination of the Dragonborn’s parentage, but with many years of intermingling and joining of clans, most Dragonborn have adopted more similar attributes. Unlike the mountain faring Goliaths, Dragonborn are team players. They believe in the strength of the many and would risk their lives to defend the honor and lifeblood of their clan. Self-sufficiency and hard work are of the upmost importance in Dragonborn clans and most every individual has a specific job in order to maintain the clan’s strength. These ideals lead to many individuals of this race to dedicate themselves to a specific practice or two and therefore become experts in the field(s). While as a whole Dragonborn are most trusting and loyal to one another, they have a tendency to make their own ‘clans.’ Members of said ‘clans’ have the benefit of the Dragonborn’s loyalty and protection. Anyone lucky enough to gain a Dragonborn’s love and respect should be proud.
positive attributes;; sturdy[able to hold their ground], specialists, damage resistance[usually heat/fire], reliable
negative attributes;; weak to cold temperatures, prideful[their feelings/pride are easily hurt by insults], swimming, dependent[work best in teams and struggle when completely on their own]


HALF-ELF: 1/1 Half-elves face a nearly constant struggle of living in two worlds but belonging to neither. They are curious and inventive like their human parentage as well as the closeness to nature and artistic taste of their elven side. To each sides of their heritage they appear more like the other, when in reality they look like neither, and both. With heights from a little bellow 5’ and barely about 6’ and coloration of both their human and elf parents makes their true race rarely discernable. Unlike their human relatives, half-elves often live beyond 200 years, though not nearly as long as their elven relatives. Half-elves do not have a designated society in which they are a part of, though they are often welcome in man-made cities and less welcome in elven forests. Half-elves tend to find comfort within each other’s company, but depending on their location the race is rare enough that some go their whole lives without meeting another. Due to the lack of belonging many half-elves feel, a lot of them tend to be travelers. Half-elves vary in how they choose to present in society, either throwing themselves into coexistence with their kin or isolating themselves to avoid prejudice or rejection.
positive attributes;; versatile, adaptable[not tied to any particular race/their skill set], free[usually have little to no ties], vigilant
negative attributes;; socially awkward, untrusting, guarded, durability[weakened by their human lack of durability and the thin, dainty nature of their elven side]


TIEFLING: 0/1 Tieflings are one of the most widely misunderstood and feared races who can live to be almost 200 years. Decedents of mankind, this race is the result of a pact struck up long ago, between a group of humans and Asmodeus[essentially- Satan]. In most ways, height, weight, and build, Tieflings are just like humans, but their hellish features set them apart. Their horns, which come in a large variety of shapes and sizes, and tails that tend to be 4-5 feet long. The skin tones of this race reflect both their human and otherworldly ancestors, ranging from all perceivable human shades as well as, usually, dark shades of purple, red, and blue. Hair, usually beginning from behind their horns, also tends to come in all kinds of dark shades, whereas their eyes are usually bright and almost glowing in yellows, blues, reds, greens, etc. Tieflings are a fairly small minority and usually live in the slums of human towns or cities. They experience a large amount of discrimination and mistrust, even more so than other races, from humans and, sometimes, even other minority races. Due to the amount of hate and mistrust Tieflings experience on a daily basis, many of them tend to take it to heart and live up to the expectations placed upon them, becoming thieves, swindlers, and crime lords. It is difficult for a Tiefling to trust anyone, relying only on themselves and, to protect them from pain and disappointment, put up some kind of front.
positive attributes;; charismatic, alluring [something about them…], fire resistance, self-sufficient
negative attributes;; hellish [they can get some of the most negative reactions from humans], mistrusting, underestimated, reputation [most people expect the worst of them]



───── ❝ CLASSES ❞ ─────


BARBARIANS 2/2
barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength. to a barbarian civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise. Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

ROUGES 2/2
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities. Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

PALADINS 1/2
Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion. The Cause of Righteousness A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god. Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice. Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country. Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.

BARDS 2/2
Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. In the world of Mysteria, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge. True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows. Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.

WARLOCKS 1/2
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power. A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf. The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons. Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

MONKS 2/2
Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes. Small walled cloisters dot the landscapes of the world of Mysterio, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families. Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power. The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants. For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.

RANGERS 2/2
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

CLERICS 1/2
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side. Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies. When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world. Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.

DRUID 2/2
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will. Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines. Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form. For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others. Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory. Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.

FIGHTER 2/2
most diverse class of characters. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face. Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters. Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.



───── ❝ CLASS ABILITIES ❞ ─────​



BARBARIAN
typically uses a greataxe, a maul, or a greatsword. wears little to no armor. all are able to rage which is when they get stronger and become resistant to damage while in rage. any damage they do take they don't feel and can keep moving forward until the rage ends. Barbarians have tough skin and high constitution, allowing them to take more blows than the normal individual. At silver rank as they get more experienced, barbarians develop a danger sense, gaining an uncanny sense of when things nearby aren’t as they should be, giving an edge when they dodge away from danger. As they rank up, they also gain speed and their instincts heighten allowing them to never get surprised by ambushes and surprise attacks. As they get more powerful and rank up (At around silver rank) they are able to access their primal path, choosing either Path of the Totem Warrior, Path of the Juggernaut, or Path of the Storm Herald.

◈ Path of the Totem Warrior; A spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. When you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells. You also choose a totem spirit and gain its feature. When you rank up again and get more experience/power with your path you also gain minor physical attributes that are reminiscent of your totem spirit and also give you power-ups. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned and are able to channel a bears massive strength, or if your totem is the eagle, your eyes turn bright yellow and your sight range increases.
◈ Path of the Juggernaut; juggernaut barbarians are siege engines in their own right, able to stand their ground and move their foes into positions of weakness. While raging, they make any battlefield their domain, shoving foes over mountainsides and destroying even the strongest structures with their attacks. Your rage instills you with the strength to batter around your foes, making any battlefield your domain. You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path, you cannot be knocked prone while raging unless you become unconscious. As you rank up again and become psychically stronger, you gain immense destructive force, being able to muster destructive force with your assault, shaking the core of even the strongest structures. The highest ranks like gold and platinum have the ability to become unstoppable when entering a rage and can lengthen their rage for up to an hour versus the minute lower ranks can do.
◈ Path of the Storm Herald; typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts. When you select this path, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has a defensive effect that activates when you enter your rage. The effect depends on what environment you choose, feel free to be creative with this and come up with your own effect and environment! On higher ranks like gold and platinum, you learn to use your mastery of the storm to protect others. Your aura can shield them and give them buffs and the power of the storm you channel grows mightier, lashing out at your foes becoming not just defensive, and instead gains offensive abilities.

ROUGE
typically uses a rapier or a shortsword. they wear light armor and all are sneaky and light on their feet as well as possessing greater instincts for dodging. very agile and fast with well tuned reflexes. all rouges are skilled in lockpicking and pickpocketing, higher ranks and the thief archetypes more than others. rouges despite their rank, all know thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages.In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. as you rank up (to around silver) you choose an archetype that you emulate in the exercise of your rogue abilities. The archetypes you can choose are Thief, Scout, or Mastermind.

◈ Theif; You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. Thieves are twice as good as normal rouges at the art of stealing and getting into places they shouldn't. They tend to also know some elements of parkour, being able to climb faster and make jumps others couldn't. On the higher ranks have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class and other requirements on the use of magic items. You also have become adept at laying ambushes and quickly escaping danger.(edited)
◈ Scout; You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world. You are difficult to pin down during a fight and excel in nature as well as survival situations. As you rank up your speed and ability to quickly escape increases. On the highest ranks like gold and platinum, you excel at leading ambushes and acting first in a fight as well as striking with deadly speed.(edited)
◈ Mastermind; Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. You are adept at disguising yourself and skilled at forgery. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute. (meaning you need someone to speak for 1 min before you can copy their speech pattern and accent), enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. As you rank up you become skilled in analyzing body language and become more observant. You can profile a person and analyze their psychological and behavioral characteristics, so as to assess or predict their capabilities. On the highest ranks, golds and platinum, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can attempt to swiftly move to have the attack target that creature instead of you. On top of that your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making as well if the person isn't skilled in mind magic. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

PALADIN
typically uses a spear and shield or a longsword and shield. less damage but more defense. wears heavy armor. Has a divine sense and the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. when you open your awareness to detect such forces, you can sense the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. Your blessed touch can heal wounds although the bigger the injury the more exhausted it makes you. Lower ranks cannot heal anything more than a minor cut as it knocks them out if they try to do more. Silver rank can heal gashes and a few small injuries and emerald can heal more serious ones although it will put them into a deep sleep for an hr or so after. Gold and up can heal life threatening injuries and still fight after. You can use your shield to protect allies (silver rank and up) and on reaching silver rank you also learn two spells depending on your oath. When you reach silver you also get to choose your sacred oath. Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The oaths available are; Oath of the Crown, Oath of Devotion, and Oath of Vengeance.

◈ Oath of the Crown; The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks. The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets;
- Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
- Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
- Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
- Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Upon taking this oath you gain access to two spells, Command and Compelled duel. On the next rank emerald, you get Warding Bond, Zone of Truth. On reaching gold you get, Spirit Guardians and Aura of Vitality. On platinum you get, Guardian of Faith and Geas.
◈ Oath of Devotion; The Oath of Devotion binds a Paladin to the loftiest Ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the Knight in shining armor, Acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their Ideals, and incorporate images of angelic wings into their helmets or coats of arms. Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
- Honesty: Don’t lie or cheat. Let your word be your promise.
- Courage: Never fear to act, though caution is wise.
- Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with Wisdom.
- Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
- Duty: Be responsible for your Actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Upon taking this oath you gain access to two spells, Lesser Restoration and Sanctuary. On the next rank emerald, you get, Zone of Truth and Beacon of Hope. On reaching gold you get, Dispel Magi and Freedom of Movement. On platinum you get, Commune, and Flame Strike.
◈ Oath of Vengeance; The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice. The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
- Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
- No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not.
- By Any Means Necessary: My qualms can't get in the way of exterminating my foes.
- Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
Upon taking this oath you gain access to two spells, Bane and Hunter's Mark. On the next rank, emerald, you get hold person and misty step. On reaching gold you get, haste and protection from energy. On platinum you get, hold monster and scrying.

BARD
typically uses a rapier or longsword, only uses light armor. at rank copper, bards know 2 cantrips and four first level spells from the bard spell list of your choice. You learn two new cantrips every rank and two new spells. Their magic comes from the heart and soul they pour into the performance of their music or oration. they can inspire others through stirring words or music, empowering them and enabling them to fight or perform a task better. While resting by a campfire or at a tavern, their music can heal injuries and revitalize weary comrades. Bards are skilled with acrobatics, performance, and music, expert entertainers and word weavers. At silver rank, bards join a Bard College that gives them more specialized skills and spells. At silver rank they also gain the ability to use musical notes or words of power to disrupt mind-influencing effects. At emerald rank bards have plundered magical knowledge from a wide spectrum of disciplines. They can choose two spells from any classes, and on gold and platinum each, can choose two more additional spells from any class. There are three main bard colleges they can choose from; College of Eloquence, College of Whispers, and College of Dance
College of Eloquence - Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences. Upon joining this college, you become very skilled at persuasion and speaking, gaining a silver tongue. You can also spin words laced with magic that unsettle a creature and cause it to doubt itself, leaving a 25% chance it will trip or mess up during the fight. it goes up by 25% every rank. on the higher levels, emerald and up, our inspiring words are so persuasive that others feel driven to succeed and your speech intelligible to any creature despite the language barrier for an hour.
College of Whispers - Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power. When you join the college you gain the ability to make your weapon attacks magically toxic to a creature's mind. You also you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind, and the effect lasts for an hour. If they have stronger willpower than you (aka being of higher rank) it is very unlikely to work unless you hit their emotional weak spots. On the next rank, emerald, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you go to sleep for the night. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. On gold and platinum levels you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. You magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must be able to hear and see you for it to work. it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. College of Dance - Bards of the College of Dance are free spirits who express themselves through motion. Even when they are not performing, their body language is extravagant, incorporating a myriad of gestures and expressions. In combat, these Bards use their complete control of their bodies to distract their enemies. Just as they mesmerize an audience from a stage, they capture the attention of others with their striking dance. Starting when you take this College, you learn to move in ways that distract those who would attack you. As you level, your dancing becomes even more beguiling causing many to forget about fighting and instead focus on your writhing dance movements. those of this college are also incredibly persuasive, even more so than typical bards. they are seductive and charismatic, able to convince almost anyone to do something for them, bards from the college of dance rarely pay for their own drinks. you also get to pick a type of dance to specialize in, although you are talented in almost every form.



WARLOCK
those that pick this call will have a lot of creative liberties. at first rank you have struck a bargain with an otherworldly being of your choice. this is up to you to come up with the being be it a demon, eldritch god, or other being. The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, two more at each rank. You also know two 1st-level spells of your choice from the warlock spell list and gain two more every rank. (feel free to adapt the spells to fit the thread better and be less dnd game mechanicy). In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At silver rank, you gain two eldritch invocations, Devil’s Sight giving the ability to see normally in darkness, both magical and nonmagical, to a distance of 120 feet, and Eyes of the Rune Keeper, letting you can read all writing. On emerald rank you get, One with Shadows allowing you to when you are in an area of dim light or darkness, become invisible until you move or take an action or a reaction and Whispers of the Grave letting you cast speak with dead at will. On gold and silver ranks you get Minions of Chaos letting you cast conjure elemental once, and your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once.

MONKS
typically uses shortsword or any simple weapon. monks are skilled in martial arts and are very fast and light, forgoing amor for speed and faster reflexes. At first rank your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section. Starting at silver rank, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Brutal Strike and Step of the Wind. You learn more ki features as you gain levels in this class. Flurry of blows allows you to land a swift succession of blows. Brutal strike allows you to hit one of the main pressure points on ones body causing a variety of actions. Step of the wind increases your speed and jump distance. On reaching silver your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases by an additional 10ft when you reach each rank. On emerald rank, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. On silver level you can also try to deflect or catch the missile when you are hit by a ranged weapon attack, however the lower ranks has a greater chance of messing up and failing. On emerald rank you get to choose a monastic tradition, feel free to be creative with this.


*More being added, this section is currently a work in progress. spells and other info as well is in the discord



───── ❝ RANKS ❞ ─────​


HOW DO RANKS GET ASSIGNED?
Upon joining the guild, Mika issues an interview and asks questions to figure out their experience and figure out more about them. Next the guild master will issue a test to each new adventurer and gauge their power level. Once the rank is assigned, adventurers will get a single dog tag in the ore that they have designated with their full name, rank, and once chosen their partner or party members.

RANKS
Rank 1: Platinum (highest rank, incredibly rare. only two players will be allowed to have this one. they are a partner duo and can take the hardest quests as well being better versed in combat and more powerful over all. Due to their power they have no master and unlike the golds do not work for the government, they prefer to have free reign and wonder the globe) 2/2
Rank 2: Gold (pretty strong and typically more experienced, only 2 players may have this role. they know more spells of higher quality or just have more combat abilities that are on a higher level. They are often called in for national work and rarely do small time quests.) 2/2
Rank 3: Emerald (stronger than the average adventurer, more experience and better with weapons/spells. can handle mid tier quests and jobs.) 3/4
Rank 4: Silver (average, not great but not bad either. decent in a fight but will fail against higher ranks.) 2/4
Rank 5: Copper (green, new to adventuring. not very good with spells/weapons yet. only able to do low tier quests.) 6/8




04. other.

Rp thread xx
Character creation x

code by leviathan. leviathan.
 
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Claims:
RACE - Half-elf, Human
CLASS - Paladin, Druid
RANK - Platinum, Copper
 
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Sounds like fun! Shame that the dragonborn slot is already taken, I was interested... oh well, I can always work on a human only.
 
Hi! Thanks to everyone tracking so far!! We started setting things up in our small server and then I decided to open it up to rpn so some slots will be taken sadly, however to make up for that Goldie and I made sure to have plenty of human spots!! We wanted to really stress that non humans are the variety so unfortunately there’s not really a lot of those :( Claiming for everyone here should open up in a few hours once I finish a few details! I’m so happy to see a few tracks and I can’t wait to go on this adventure with y’all!! This has been a several day long process and a lot of information, so Goldie and I are are super excited that it’s almost done and ready!! I can’t wait to see y’all’s characters and I look forward to rping with y’all <3

edit:
my claims are
ranks - platinum + copper
races - human + half-orc
classes - barbarian + bard
 
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Sorry for the delay!! I finally passed out and fell asleep haha. I will be opening claims now! There are a total of 10 character spots left, only one non human one (tiefling) and that will go to whoever claims it first. Other than that monks and barbarian classes are full and platinum ranks are filled. For more info just read the master post again so you can see what’s open!! As soon as you make a claim I’ll shoot y’all the discord link.
 
Hi! I recently was searching for something similar to this for my friend and myself to join to play our tiefling siblings. I see that there is only one slot for tieflings and it does appear to be unappealing to others. I was just curious if the admins would be open to have two slots. If not, it's completely alright. Just never hurts to ask.
 
TheCrowKing TheCrowKing Hi! Unfortunately we can't as non human slots are very few and it would be unfair to increase one slot and not the others. Since this is just dnd inspired and not an actual dnd game we encourage new characters anyway! so perhaps you could do human siblings or another variation?
 
Ah, I was merely curious considering the dnd world is more of an open variety of races over humans. Unfortunately I can't say I'd rather convert them to human or create another set of siblings. Good luck on finding someone else to fill the roll though. Have a fun campaign!
 
I'll make a human druid. Probably copper or silver, Depends if people want the slots for one more than the other;
Actually, what kind of powers do you get each level? Would copper know shapeshifting or is that for Silver and above?
 
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So Druid is one of the four classes I haven’t done abilities for yet, but I will hopefully have that done tomorrow!
 
so there seems to be some confusion so I just want to clarify, this is dnd inspired not actual dnd. This is not a campaign and is instead just a normal thread, it is entirely different than the normal dnd universe and is a handcrafted world instead with some classes and races taken from dnd and adjusted to fit the thread. Just to make sure everyone knows what they’re getting into! This is all said on the main post but I know there’s a lot of info there so it’s easy to get lost or confused
 
Kabobtoss Kabobtoss You can but as snake said you will have to make a human as well
SadSnake SadSnake lemme send you the discord so I can better answer your questions!!
 
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