Do you go to the dungeon?

Classes & Kits

“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

Corsair

Seafaring 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 or Hunter Ranger; Scout Rogue.

Faris

Holy soldiers!

Zealot Barbarian; Battle Master, Eldritch Knight or Champion 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 mage hand, 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

This is the Noble Genie patron warlock from this UA. Any pact (blade, chain or tome) is allowed.

“Noble 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.

  • Benefit None but you get to be lock/witch, best class!
  • 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

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 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 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.

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

Law (from Ravnica book) 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.

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 or Sun Soul 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 [and, for monks only because cellylocks already have enough healing: 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

“Class first”-approach

Barbarian

Bard

Cleric

“Druid” (a.k.a. Kahin)

Fighter

Monk

Paladin

Ranger

Rogue

Sorcerer

  • Divine Soul, Shadow Magic, Storm Sorcery, Wild Magic Two-Element Sorcery, Elemental Mage
  • Draconic Bloodline This unenlightened bloodline will abandon ye in the Land of Fate.

Warlock

Fey, Fiend, and Hexblade patrons will abandon ye in the Land of Fate.

Wizard