Table of Contents
Classes & Kits
Everyone gets two tool proficiencies in addition to what they get from their class.
“Kit first” approach
Askar
Armed citizenry of settlements of all sizes.
Battle Master, Eldritch Knight or Champion Fighter; Ancient, Devotion or Vengeance Paladin; Hunter Ranger.
- Benefit Advantage on checks in home town.
- Equipment An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a memento of your home town, a set of common clothes, and a belt pouch containing 10 dinars, and a set of lamellar armor.
Corsair
S eafaring warriors!
Battle Master, Eldritch Knight or Champion Fighter; Conquest or Vengeance Paladin; Hunter Ranger; Swashbuckler Rogue.
- Benefit Two-weapon fighting style (in addition to any other fighting styles you may have)
- Equipment 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 dinars
Desert Rider
Army of the desert tribes.
Any Barbarian; Battle Master, Eldritch Knight, Champion or Cavalier Fighter; Ancients Paladin; Beast Master, Hunter, or Swarmkeeper Ranger; Scout Rogue.
- Benefit Your mount can take its exhaustion level effect in any order.
- Equipment al-Badian possessions
Faris
Holy soldiers!
Zealot Barbarian; Battle Master, Eldritch Knight, Champion, "Calligram" (Rune Knight) Fighter; Vengeance, Devotion or Redemption Paladin
- Benefit Advantage on checks and saves related to own faith.
- Equipment A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 dinars
Mamluk
Slave warriors! Born into being a warrior! Face tats!
“Samurai” Fighter; Devotion or Conquest Paladin.
- Benefit Can give orders to any mamluk that are at least three hd lower than themselves.
- Equipment Face tattoos! And clothes.
Outland Warrior
Any other martial class or subclass but you come from another land.
- Punishment You’re broke. Also you have a noticable accent.
- Equipment Clothes
Two-Element Sorcery
In Zakhara, sorcerers and wizards are hung up on the elements! Sand, sea, flame and wind.
Divine Soul, Shadow Magic, Storm Sorcery or Wild Magic Sorcerer; Any Wizard.
Choose two elements as you take this kit. What counts as a “spell related to that element” is something you might have to argue for each spell, it’s not clearly defined. This two-element approach is the most common among Zakharan spellcasters.
- Benefit Spells that are related to your two chosen elements just take up half the space among your list of “spells known” and you can learn two such spells everytime you otherwise could learn a spell. But you can never learn any spell related to the two elements you did not choose. You can learn non-elemental spells normally.
- Equipment A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 dinars
Elemental Mage
Most are into two and exactly two of the elements. To be hung up on only one element is rare. This is mostly an NPC kit, and flame elementalists are especially evil (Brotherhood of the True Flame). But players are welcome to play this kit of course!
Divine Soul, Shadow Magic, Storm Sorcery or Wild Magic Sorcerer; Any Wizard.
- Benefit You can only learn spells related to one element! Every single spell has to be related to that element. No blade ward, no mending, no flowers, no wedding dress. But you can double your proficiency bonus for spellcasting (and for your DC) and you can add +1 to any damage dice (in addition to any other bonus, from the school of evocation for example). Also most people will realise that you are evil once they figure out that you’re an elemental mage.
- Equipment A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 dinars
Sha’ir
Genie Warlock.
For “Find Familiar” spells, the PHB says “the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast”. In Zakhara, the familiar is an elemental instead of its normal type. .
- Equipment A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 dinars
Alchemist
- Alchemist Artificier
Mechanician
- Artillerist or Battle Smith Artificier, Clockwork Soul Sorcerer
Ajami
Any other arcane class or subclass but you come from another land.
- Punishment You cannot ever learn any spell related to sea, wind, flame or sand.
- Equipment Clothes. 2 dinars.
Sa’luk
You are a free scoundrel. Bards, thieves, charlatans, rogues are welcome here! You can come from Zakhara or from other lands. You’re a classic adventurer!
Arcane Trickster, Inquisitive, Mastermind, Scout, Swashbuckler or Thief Rogue; Any Bard.
- Benefit None
- Equipment Clothes and a belt pouch containing 15 dinars.
Barber / hairdresser
You can cut hair and tend to wounds. Barbers are also well connected to gossip and stories.
Sword, Lore Bard, Open Hand, Mercy Monk, Arcane Trickster, Inquisitive, Mastermind or Swashbuckler Rogue.
- Benefit You gain the “Healer” feat (PHB 167) and you’re proficient with razors as a weapon (1d4, light, finesse, counts as monk weapon, small item). You can also cast the Identify spell as a ritual if you have components. Also if you write the session recap on the campaign webpage and are in charge of summarizing and explaining past events at the table, you gain (30 × your current level) xp per session. But you don’t, you lose the same amount of xp. This does not cause you to lose levels but it slows your advancement towards further levels.
- Tool proficiency Barber’s kit
- Equipment A barber’s kit (small item, includes a razor but if you store the razor separately it’s faster to get out), a set of common clothes and a belt pouch containing 10 dinars.
Beggar-thief
Thief Rogue.
Also, gnomes cannot take this kit.
- Benefit You happen to look exactly like a particular noble (for example a sultan).
- Equipment Dirty and torn clothes. A cup or bowl.
Holy Slayer
You are member of an assassin order.
Assassin or Phantom Rogue, Shadow Monk.
- Benefit You may use the “Dueling” fighting style (p72 in the fighter chapter in the PHB). You can only ever use one-handed weapons. Each level there is a 10% chance of receiving the “call” — a dangerous mission from your order. (AA p 52.)
- Equipment Pure white clothes with a red sash and red turban for when you get the call, a set of ordinary clothes for everyday life, and a belt pouch containing 15 dinars
Matrud
Desert thieves, horse thieves, outcasts, murderhobos.
Arcane Trickster, Inquisitive, Mastermind, Scout, Swashbuckler or Thief Rogue.
- Benefit You gain twice the amount of XP from killing your fellow party members as you normally would get.
- Benefit Common clothes in good condition and 4d20 dinars.
Rawun
Rawuns are the bards of the desert tribes! They are entrusted with keeping alive the legends of their tribe and of allied tribes.
Any Bard.
- Benefit You gain two additional spells. “Identify” and “Hex”. These do not count towards your spells known.
- Equipment al-Badian possessions
Cleric of the Faith Pragmatic
Life Cleric.
- Benefit Free lodging in mosques & monasteries of own faith
- Equipment A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 dinars
Cleric of the Faith Ethical
Life Cleric.
More strict behavior. No chaotic alignment.
- Benefit You start a church when you reach 8th level. Free lodging, safe haven, and free food in mosques & monasteries of own faith. And you can request services of fighter NPCs from the church (see AA p 62 for restrictions) or an assistant retainer.
- Equipment A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 dinars
Cleric of the Faith Moralist
Order Cleric
Super strict! Lawful only.
- Benefit Free lodging, safe haven, and free food in mosques & monasteries of own faith. And you can request services of fighter NPCs from the church or an assistant retainer. Your henches in this manner are generally stronger & better than for ethoists. (AA p 64 has deets.)
- Equipment A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 dinars
Hakima
Knowledge Cleric; Horizon Walker or Monster Slayer Ranger, Watchers Paladin.
Women only!
- Benefit You can see a persons class & station in life if you see them eat.
- Equipment A scroll case stuffed full of notes from your studies or prayers, a blanket, a set of common clothes, and 5 dinars
Kahin
It’s not really called “druid” and doesn’t follow the traditional druid social organization. It’s called kahin. But mechanically it uses the same rules, features, and circles as the PHB druid class.
Any circle Druid.
- Benefit None, but you get to be druid! (Kind of.)
- Equipment Robes, 5 sticks of incense, and a pouch containing 15 dinars.
Also there is a new circle that you may (but are not required to) choose:
Circle of the Aged Masters
Level 2: Weapon immunity
Choose a weapon when you gain this feature. You have immunity to damage from one specific weapon (for example arrow, short sword, or dagger). Including conjured and magical versions of that weapon.
Level 6: Creature immunity
Choose a creature when you gain this feature. You have immunity to damage from that one specific creature (e.g. cobra, ghul, efreeti) provided that you do not make any attacks on that creature. If you ever make an attack on one creature of that type, you lose this feature permanently (a wish spell can restore it).
Level 10: Element immunity
Select between fire and cold when you gain this feature. You have immunity to damage for that damage type.
Level 14: Another creature or weapon
You may choose one more creature type or weapon type. You may not choose a creature type if you have lost your previous creature immunity.
Mystic
Alcohol is not common in Zakhara. Instead of Drunken Master, it’s Dervish dancing.
Open Hand, “Drunken Master” (Dervish), Four Elements, Sun Soul, Mercy or Astral Self Monk; Celestial Warlock.
- Benefit You can gain followers as if you were a cleric and you gain the Channel Divinity ability as if you were a life domain cleric (Turn Undead but not Preserve Life).
- Equipment Clothes, 5 pieces of frankincense
Outland priest
Any other divine class or subclass but you come from another land.
- Punishment If any Zakharan citizen is present, you have disadvantage on checks. If a pragmatist, ethoist or moralist is present, you also have disadvantage on saves.
- Equipment Clothes
Soul Warrior of Sandsea
The Sandsea school found a well deep enough to drink from the waters of the Feywild, and are using that water to infuse magic warriors. (The Sandsea school also has mages; see Two-Element Sorcery for that.)
Sorcadin multiclass (Oath of the Ancients Paladin and Divine Soul or Wild Magic Sorcerer), or Scout Rogue or Arcane Archer or Cavalier Fighter.
- Benefit Same spells known boon + element restriction as other two-element mages
- Equipment Sandsea clothes, a brass mirror, a pouch containing 15 dinars, a seashell from the beaches of Sandsea Island, a dried chestnut, and one ration made in the Sandsea cooking style
Blood Moth Cultist
You can't wait until the blood moth floods Toril with the live-giving liquid of pulse.
Celestial, Great Old One Warlock, Conquest Paladin.
- Equipment: blood sucking backpack
Istishia Cultist
You worship Istishia, the Goddess of Cold Water.
Fathomless Warlock, Zealot Barbarian
- Benefit When you drown an unwilling captive sacrifice (an enlightened person) you gain temporary hit points. (You get 3d6 for a hd1 sacrifice, 2d6 for a hd2 sacrifice, 1d6 for a hd3 sacrifice, 1d4 for a sacrifice with 4hd or higher.)
- Equipment Cultist robes, a dagger, a pounch with 80 dirham.
“Class first”-approach
Artificier
- Battle Smith, Artillerist Mechanician
- Alchemist Alchemist
Barbarian
- Any other path Desert rider
Bard
Cleric
- Life domain Pragmatist, Ethoist
- Order domain Moralist
- Knowledge domain Hakima (women only)
- Other domains Take a look at the cleric domains of Zakhara
“Druid” (a.k.a. Kahin)
- Any circle Kahin. There is also a new (optional) circle available: Circle of the Aged Masters.
Fighter
- Arcane Archer Soul Warrior of Sandsea
- "Calligram" (Rune Knight) Faris
- Cavalier Desert rider, Soul Warrior of Sandsea
- “Samurai” Mamluk
Monk
- “Drunken Master” (Dervish), Four Elements, Sun Soul, Astral Self Mystic
- Shadow Holy Slayer
- Kensei Outland priest
Paladin
- Glory Desert rider, Askar
- Redemption Faris
- Watchers Hakima (women only)
Ranger
- Beast Master, Swarmkeeper Desert rider
- Horizon Walker, Monster Slayer Hakima (women only)
- Gloom Stalker Outland Warrior
Rogue
- Assassin, Phantom Holy Slayer
Sorcerer
- Clockwork Soul Mechanician
- Shadow Magic, Storm Sorcery Two-Element Sorcery, Elemental Mage
- Draconic Bloodline This unenlightened bloodline will abandon ye in the Land of Fate.
Warlock
- Genie Sha’ir
- Celestial Mystic, Blood Moth Cultist
- Great Old One Ajami, Blood Moth Cultist
- Fathomless Istishia Cultist
Fey and Fiend patrons will abandon ye in the Land of Fate.
Wizard
- Any school Two-Element Sorcery, Elemental Mage
Ban list
- College of Creation Bard
- Armorer Artificier
To be unlocked
- Psi Warrior (visit the Misty Isles of the Eld)
- Aberrant Mind (visit the Misty Isles of the Eld)
- Soulknife (Misty Isles of the Eld)
- Fey Wanderer (After finding Neverland, find the feywild entrance there)
- Hexblade (Retrieve one of these three legendary weapons: Wave, Whelm, or Blackrazor)